Yes, you read the title of the article correctly. You know, some daily WTFs are so absurd sounding that they practically speak for themselves.
Earlier this week in an interview with PC Gamer, Valve honchos Doug Lombardi and Gabe Newell let slip some rather interesting information about what the famed developer was doing just before they embarked down the path that helped them create the zombie sensation Left 4 Dead. This little exchange occurred when PC Gamer asks them what they think they’ve failed at:
Doug Lombardi: There were a few failed starts to build Left 4 Dead.
Gabe Newell: Well, there was the flying fairy game. Is that the one you were referring to?
Erik Johnson: That was just a different game that, when we stabbed it… (everyone laughs)
Doug Lombardi: … It turned into Left 4 Dead!
Huh? Apparently, this fairy RPG required mouse gestures to cast spells and such. Newell later went on to say “it was so clearly dumb that it made us say, ‘OK, what are we actually good at that we can do instead?'” However, sometimes you have to fail to learn truly valuable lessons. They went on from there to figure out that the focus should be on AI and the co-operative experience. Well, thank goodness for that little revelation.
Honestly, as ridiculous as this is, I wish more developers would take about the genesis of some of their greatest ideas. I’m sure that Valve isn’t the first studio to start down a really bizarre path only to fail and then find those gems worth polishing. It’s interesting because with movies we’ve gotten so used to special features that walk us through every step of the process. I wish we had more material like that when it comes to games, because the whole thing seems so mysterious to us outsiders.
What do you guys think about this? What games would you like to hear more development stories about? Go!
Source – PC Gamer




As you’re all probably aware, most of the GamerSushi staff are in the throes of Alien Swarm addiction. The game is really engaging, and it manages to wedge itself nicely into the niche left in my gaming life by Diablo 2. Valve was even kind enough to give it to us for free, and judging by how their servers got the crap beat out of them on its release day, they’re probably kicking themselves for not charging at least five dollars for the thing.
Crackdown is one of those games that somehow obtained mythical status among its fervent fanbase, a lofty position almost inexplicable in nature. Originally only noteworthy for the Halo 3 Beta invitation, the open-world super-hero cop game became a cult hit overnight, capturing players with its addictive skill progression and crazy gameplay. Three years have passed, and gamers have been waiting patiently for a sequel. The developer may have changed from Real Time Worlds to Ruffian but there was hopes that Crackdown 2 would retain the same charm that its predecessor possessed. Does Crackdown 2 recapture the magic of the original, or does it play it too safe?

This past Monday, the demo for Crackdown 2, the forthcoming open-world super-hero cop game, dropped on X-Box LIVE, and most of the GamerSushi crew have been getting skills for kills. One new thing that the trial introduced is the notion of “Demo Achievements”, a system where you can unlock specific goals before the full retail version comes out and they will be applied to your Gamerscore. While this is 360 centric, I do think it brings up a neat idea that Sony can probably start emulating in their demos.
Ever since we’ve been able to use the internet to connect our consoles to each other, cooperative play is becoming more and more popular. I’m all for this, as I enjoy taking on waves of baddies with my friends just as much as I like shooting them in the face in a competitive match. There’s just something about co-op play that is altogether different and more satisfying than a straight-up Deathmatch game, but maybe that’s just because I’m a team player.