FEATURE

Interview: Chet Faliszek

Edge Staff's picture

By Edge Staff

August 5, 2009

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On yesterday’s announcement of new DLC for the original Left 4 Dead, we spoke with Valve’s Chet Faliszek to find out more about Valve's plans. He explains how the short scenario, called Crash Course, which supports Versus, co-op Campaign and Survival modes, was the result of learning how players wanted shorter games than the usual hour per Campaign level and two hours per full Versus match, and what Crash Course means for the continuing development of the Left 4 Dead series.

Can you talk us through the DLC?

It’s a campaign called Crash Course, continuing from when No Mercy ends up until when Death Toll begins – we give you the intermediate story. It has the co-op Campaign, and also has Survival, but the focus is Versus. One of the problems with Versus – well, perhaps it’s not quite a ‘problem’ because there are actually equal player minutes between Versus and co-op – but it’s a two hour game. And we look at our statistics and we see that players ideally want to play between 20 and 30 minutes. So we wanted to create a Versus campaign which you could play through in 30 minutes – a quick competitive thing that slots in between TV shows. It’s a two map campaign with a finale, so it’s almost a three map campaign. Obviously if the teams are bad and get wiped quicker then it goes quicker. We’ve also added some things – you can now see your teammates’ statuses and their recharge timers. The world also stays exactly the same between team changes, so there are no complaints about it being imbalanced any more. We’ve actually been working on this a bit, but we’re finally close enough that we’re comfortable to talk about it.

So this will hopefully put paid to the moaning minnies and their petitions?
Honestly, I think that as more and more people have seen L4D2 they’ve begun to understand what’s going on. And as this update comes out – I think I’ve realised that talking to people doesn’t really answer anything; they want to see stuff. I could say a million words and I’m still just some dude talking. Now I can just go: any questions?

Is this DLC going to be playable by owners of L4D2 as well?
We’re still struggling with how interoperability is going to work, right now. When we talk about L4D, the story stuff – there’s actually a lot of character dialogue that’s based in each map.

So you can’t just play it with another set of characters?
No. We’d have to duplicate that, which we’re not against doing. But there’s this thing of the world – these characters wouldn’t be here – how much does that matter? We have a world sketched out and we have an understanding of where everything is and what’s going on, you know, so story-wise it wouldn’t make much sense. But equally there’s a whole group of the fans who don’t care. So we could put new characters in old places and old characters in new places.

Would you really need to use the characters from each game – wouldn’t just loading a map dictate the characters you were playing with?
That’s one of the routes we’ve talked about going, and maybe adding the new creatures, or whatever. There’s a lot of back-and-forth. We haven’t fixed on what we’re doing yet, so we don’t want to talk about it and make people think something is going to happen when we don’t know ourselves.

Do you foresee L4D evolving into a platform rather than a series of discrete games?
There’s something about that that makes sense for this world. But I think people don’t understand that, L4D2 versus L4D – we redid so many systems. When you look at why the authoring tools took so long, it’s because it wasn’t a simple Source game, like Team Fortress or Episode Two where we use the exact same tools. We used new tools here, we used a new file system, new dependencies – and we had to redesign all these things to work in this new world. But now we’ve got this base so that in the future everything will work with that.

It’s hard to predict what the future of the franchise will be, because we don’t really think that way. You’d think that we’d have a big room where we map these things out in a scientific way, but it’s more about what the team wants to do, what the community’s like, the feedback we get. I mean, early on updates for L4D were about making the game that you had actually worked the way people were playing it. The changes we made, like the melee fatigue, were based on watching people play and community feedback. We’re going to keep doing that with L4D2.

The reason we say ‘platform’ is it seems to make sense from a modding perspective. There are few other games which have the same instant appeal – people naturally want to launch a zombie apocalypse upon their homes and workplaces.
Exactly. When we getting ready to release, it reminded us of Doom, where everyone went off and made their school and business, because you wanted to see imps and demons running through there. That’s why we’re trying to make sure that the L4D level designers are able to import what they make into L4D2. A lot of these guys have a vision and have undergone no small pain to carry out that vision, so we want to make sure they’re covered too.

Many people have drawn all sorts of parallels between L4D2’s New Orleans setting with the floods, along with some extensions into race issues. Have these surprised you?
The weird racism charge is the crazy part. Of all the things we thought might be problematic going into it, that wasn’t even on the list. The bad thing there is though, that turns the discussion into people on the forums going, "Oh, racism doesn’t exist, it’s just these people spouting off". And, well, that’s not true either. There’s a discussion to be had here, but he [Houston Chronicle writer Willie Jefferson] just chose a really poor point to make it on. I think he’s sorry he said it – he’s probably getting a lot of hate mail.

GeeLW's picture

Oh yawn, you whiners, enough already!

If you don't like paying for Xbox Live content, you shouldn't buy the console and subscribe to the service in the first place. One reason PC games are ported to consoles is give console owners the same (or close to the same) game experience. However, there's a different retail model in play when it comes to this type of short form extra content. Sure, it's not a set in stone model (some games have free DLC, some don't), but you can't force a company to NOT charge for a product if it's popular enough that more folks will pay for it.

"We'll just stop BUYING it!" you say? Well, so what. If you don't, someone else will ("Hail Hydra! Cut off one head and two more will take its place!!!"). Companies know this, so the practice won't stop anytime soon. The sheep must be fed and all that.

When DLC started rolling out, I laughed that people would be paying for stuff they normally got on the game disc pre-Live. Nevertheless, despite my thinking Live was doomed along with other gamers who've been bitching and moaning, folks who don't mind paying for everything from codes (which is stupid) to horse armor (I thought it was cool) reached for their credit cards with no complaints. Of course, some of the crappier practices have stopped (charging for codes is dead... i hope) as the service as "evolved" into more of a cash generator. It's like a vending machine - you don't HAVE to stop and drop your penny, but that gumball IS sooo tempting and hell, it's only a penny, right?

Hell, all along the purpose of Xbox Live is to generate MONEY by any means necessary, which is why Gold Members get the best "deal" while Silver Members get waiting time on some of the good stuff. At this point, you're lucky you're not paying for patches (which, for a console game is absolutely absurd - console games shouldn't require patching in order to run out of the box or fix crap that should have been fixed before the game shipped - but that's another topic).

Sure, there's a different model for most DLC than PC games, but hell, where are Valve and EA going to make a dime if no one wants to pay for ANY new content other than the sequel when it's released? Maybe if enough users whine loudly enough they'll pull a Bethesda and release a version with the DLC on the disc to appease those who didn't want to pay that $7. Of course, that may take a while with all the folks who WANT to pay for DLC, so don't hold your breath...

carg0's picture

done with your little soapbox speech?

did you have a valid opinion to contribute on this specific topic or did you honestly presume to educate everyone concerning Live and its business strategies with the "quit your whining" speech? because that would certainly be original... *laughing*

believe it or not, having a problem with one specific offering on Live does not constitute an attack on the service as a whole. nor does it, apparently in your mind, reveal the ignorance of us unwashed masses.

save the misguided pontificating for the G4 crowd, chief.

carg0's picture

you can't see the downside to being charged $7 for content on Live while its being given away for free on the PC?

you wanna try again?

Alex_V's picture

New campaign - hurrah.
L4D2 - hurrah.
I don't see a downside.

DubsTF's picture

Seems like this new DLC is kind of a token effort to (attempt to) appease critics who cried foul when the sequel was announced, no? Given its apparent brevity, what are the odds that it wasn't conceived until after petitions started circulating? Charging for it on Live certainly adds insult to injury, though.

And could he be any more noncommittal or do any more hedging of bets about what will or won't work in the sequel? "We’re still struggling with how interoperability is going to work, right now." More like they know that there is no interoperability and just haven't decided yet whether or not to commit resources to porting all the characters/scenarios from the original and its DLC to the new engine.

I can understand and appreciate what they're doing from a technology and game design perspective, but it's a total PR Hindenburg. I guess Valve has some goodwill to spare, though. It'll be interesting to see how this all shakes out.

carg0's picture

as much as i still enjoy L4D and anticipate it's sequel, there's not a chance in hell im paying $7 for this. especially since it's going to be free on the PC.

i grow tired of this blatant nickel & dime bullshit that permeates Live...