Today at E3, we got to play an entire campaign in Left 4 Dead 2, the sequel to Valve’s recent new hit Left 4 Dead.
“A sequel?” you ask. “A mere six months after Left 4 Dead? What happened to Valve time?” you may wonder. And you wouldn’t be remiss. These were very popular questions in the Valve press lounge.
We asked Valve’s Doug Lombardi about the exceptionally short development time and why they even considered a sequel to a game that essentially just came out.
As it turns out, many of Valve’s developers were so into Left 4 Dead that when the whiteboards went up, the L4D2 board filled up with so many ideas that the internal enthusiasm for the project was evident; this game had to get made… now.
The short development time is partly thanks to procedural nature of the AI Director system. It allowed Valve to essentially focus on content rather than tech, and–let’s be fair–there’s not much story to worry about. The benefits of this particular system, unique to this game, all point to one thing–very short development time.
There were a few engine tweaks, such as the physics. The ragdoll and physics systems had to be tweaked to accomodate new melee weapons, such as a hatchet and a frying pan. The damage system had to be enhanced to compensate for hitting zombies with hatchets, for example.
I asked if any of the development refinements made in Left 4 Dead 2 would make their way into any other Valve games, and perhaps even contribute to streamlining the development times. Of course, we made copious mention of Valve Time, and Mr. Lombardi made no promises.
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