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So you agree that they chose VR because it's the game they wanted to make. Why then can you not accept that multiplayer is a game they don't want to make? Your cognitive dissonance is showing.
It does make sense if you stop trying to tie everything into some stupid conspiracy. Again, for the 50th time because you refuse to listen, not every game has everything in it. Devs start with an idea of a game they want to make. That doesn't mean there's a reason they didn't choose another game type.
Yes
"because devs didnt want to isnt going to cut it, why wouldnt they want to make something that is known to be good for their titles?"
Literally words you said.
while i can see VR as a step forward (even if i dont strictly agree with that) cutting multiplayer is not
We get it, you like deathmatch.
But lets be honest, it's removal will not affect the main story campaign, which is the part they are focusing on.
but especially when it comes to innovation (and im not being sarcastic like earlier) to me it's a huge missed opportunity to not even dabble a bit with it
I wouldn't argue with having it in, the more options the better.
I don't dislike it at all, I just understand why if anything was put on the back burner or cut, it would be that due to it being less integral to the main part of the game and is, however worth it it may seem, costly.
If Valve is to make a multiplayer deathmatch game, they are going to want to make it the best one they can. Just having deathmatch in VR has been done already, they would want to innovate upon it, which would take time. They would dedicate a game to it most likely.
I would not be surprised if at least one of the two other VR games they promised was multiplayer focused, and also wouldn't be too surprised to see a Half-Life: Alyx deathmatch modded in with the tools being freely available anyway.
Also there's a good chance that Valve will follow up on said success with another title (some speculate L4D3/VR) to keep the VR sales going and to keep current VR people interested.
Because it wasn't HL's multiplayer. It was some else's efforts to make what was standard deathmatch into something interesting.
#1. No MP because there's not enough VR users to sustain a VR MP game.
Pavlov and Onward are being sustained after years, and a AAA game from Valve would far exceed even those. Current players from other games would probably stop what MP game they are playing and congregate on half life VR MP.
#2. VR MP is too demanding on computer resources.
People are already playing MP VR games just fine. Most VR users are on hardware surpassing a 512 MB GPU and AMD FX CPUs...
#3. Half Life Alyx is too much for the internet because of physics.
When the MP levels are being made, problematic objects could simply not be added to excess.
#4. Developers just weren't interested.
The programmers and designers don't get together and talk about what they enjoy and what is fun to decide what they make, because commercial game development is a job, not a hobby. They are given jobs by upper management who look at what games are commercially successful and the company's resources and tell the developers what they're going to make. Now the fact that Valve even made a VR-exclusive half life is pretty damn interesting. I mean who all thinks this game will get a penny over breaking even? They must have looked at all the games I bought the past year, saw they were mostly VR games, and realized they could take a loss on a VR-only half life and vastly surpass the losses in future Steam sales by growing the VR market. So Half Life Alyx is the most ambitious game ever because it wasn't even designed to be profitable, but rather to just take a chance that it could substantially grow a new market. Valve is so forward-thinking. I want to be a shareholder. :D :D
1. This is a reason the developers gave about multiplayer games in an interview. So it stands to reason that would be a reason they would avoid the development time. Whether they are right to or not does not matter, that is likely their reason direct from the source.
2. and 3. In my case, most of the 'resource' I mentioned is in reference to the time and development they need to put into making it rather than hardware running it.
I did talk about servers though. This game may not be the same as those other games. Being physics based with many, many objects being interactable there is no doubt that you could easily hit a limit of what you can sync. The boneworks developers have already stated they would have hit this issue, and the same is likely Valve could too.
But in the end it all depends on how much interactivity there is. We will see down the line.
They could certainly remove those things for the deathmatch mode, but that could take away a lot of what this game is if core to the mechanics (dependant on said mechanics). They would rather cut something that does not meet the same standard of the main part, than to leave it in. Also from a developer standpoint, you can only extend a deadline so many times before it becomes a time/money drain, so something like Deathmatch would be the first to go if constrained.
4. They probably are interested, they looked into every avenue to find out what suited best. I believe the other reasons are why they did not do it, and with those time constraints (possibly originally meant to be released alongside the index for example) they had to cut/ not develop it out of necessity.
But we don't know. Maybe they do just hate the idea, we can't tell unless they at least give us some indication of it.
A multiplayer game due to the smaller base may not be as viable to upper management either. One games success does not equal another. They are likely spending a lot more resources on this project making the returns of other successful projects as potential losses for this one.
Hope this cleared some stuff up.
i watched the 'everything about half-life: vr' video when it first came out (and before it was renamed) and it was scarily accurate. i swear he's just become a stealth marketing tool by valve by now. i'd put some trust in those l4d:vr claims
This is especially relevant in Valve's structure as it isn't management driven. People work on the projects they're interested in.