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News

  Laidlaw: Half-Life 2's Alyx Works Because 'She Gives You Back Emotion'
by Staff
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November 2, 2009
 
Laidlaw:  Half-Life 2 's Alyx Works Because 'She Gives You Back Emotion'
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Valve writer Marc Laidlaw has told Gamasutra that Half-Life 2's Alyx was constructed so that she "gives back to you emotion, which is the only way we can tell the internal story of Gordon Freeman."

Laidlaw's comments come as part of a larger interview with Valve writers, in which Laidlaw said Gordon Freeman's development as a lead character in Half-Life 2 has more to do with his external interactions rather than internal mechanisms.

Laidlaw said that the female character Alyx serves as "...a really good foil for [Freeman], because Gordon is not actually accomplishing his own goals. He explained, "[Freeman's] accomplishing his co-op goals with her. He's helping Alyx do things that she is concerned about."

"So we were trying to do a thing where it wasn't about one guy who is saving the world heroically for his own reasons," he said. "You're doing it with your allies and friends. It's part of a larger effort. It's not just Gordon Freeman against the universe. It's Gordon Freeman as part of this group."

Laidlaw continued, "Alyx was a great voice for [Freeman] in some ways, and you're rescuing her father. You're not rescuing Alyx. You're doing things that are valuable for her, and she's a stand-in for this new world's struggle. She knows what is important for you to do, and she was useful."

Alyx's actions -- sly smiles, concerned expressions, compliments, for instance -- give the strong-but-silent Gordon Freeman an air of importance, even if he doesn't reinforce his importance with his own words.

"She gives back to you emotion, which is the only way we can tell the internal story of Gordon Freeman -- by the way the other characters treat him," Laidlaw said. "So by having the characters like you and be glad to see you, you think, 'Oh, I'm an important person in this world.' Alyx was a great way of affirming that, and the things that are perilous to Alyx are going to be things that you care about."

By telling the story of Gordon Freeman through other characters, Laidlaw and Valve take on the "show, don't tell" storytelling policy, which often proves to be the most effective in many mediums. The "save the world" convention then manages to seem fresh and unique.

"It's not the typical quest. Saving this girl's father is a lot different from saving the princess," Laidlaw added. "This is something [Alyx] cares about and you want to do it because it's important to her. Otherwise, a player is just playing a game and doesn't have an emotional goal outside of that. She's a good carrier for the actual emotion in the game."

For more from Laidlaw and fellow Valve writer Erik Wolpaw, read the full Gamasutra feature interview, where the pair talk about writing for Half-Life, Left 4 Dead and Team Fortress 2, as well as the state of video game writing and the creation of some of gaming's most memorable characters.
 
   
 
Comments

Glenn Storm
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The point made in this news post is very important to me. TBH, I'm still reading the full interview, but this particular technique of storytelling is one of those subtle aspects that can get lost in a less careful analysis. Not just, "show, don't tell", but show the reflection of action and change as seen through the various characters' eyes. This turns, "Main Character: [writhes in agony]", into, "Other Character: [winces at the sight of the main character's struggle]", and begins to define not just the state of the Main, but the state of the Other, the relative significance of the change, the relationship between Main and Other, etc.

Look, Ma! No exposition!

Caleb Garner
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great games overall and i look forward to the (read: assumption ahead) merging of portal game behaviors and HL2 action. Given that there is talk of going to Apature labs to find some kind of technology mentioned, should be a great combination of level design opportunities..

(warning rant i've been wanting to get off my chest for awhile)

My only comment is to please stop patrionizing the player! OMG I have never played a game with more ego stroking "you're awesome dude" for pretty much just following an NPC around and shooting guys. It's great to get some verbal compliments, but they just overdo it. Not to mention old alex's dad
practically saying "please knock up my daughter in an empty office" which is frankly just a little creepy and not how almost any father would be in real life.

Take the relationship and tention that builds between the two characters in prince of persia : sands of time.. now that was a believable and moving love story with a moving ending. I get nothing from the HL2 story that feels genuine, just lots of empty compliments that come regardless of how well i do. If i have no say in it (PoP was no better) at least create a story that has more than a one sided direction it can go.. let alex fall out of interest with gordon.. create at least the illusion that maybe she has more options than gordon (last man on earth practically if you look at the lack of romantic options around you). heh

(Rant end)

Anyway i love the games and will gladly buy / play the third (i hear final) installment of HL2.


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