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Tell
me a little about your background: how did you get started in the game
industry?
About five
years ago I was in first year university and Quake came out. I
think the SDK was released around that time, and I picked it up. At the
time I was really into games; I've been into games since I was a kid,
so it was natural that I picked up the SDK and started to play around
with it. It took me about a year to make my first mod for Quake,
which was a really cheesy mod called Navy Seals—it was a single
player mod. It was nothing special. It was great because that was when
I got really interested in making games and I knew that I wanted to do
this for a living. Actually, at the time I didn't think that I could make
a living doing that because it just seemed like a hobby. I really planned
on just becoming a programmer, and just working for some big company,
you know, living a normal life. I guess that changed.
Were
you still in school when you worked on Counter-Strike?
Yeah. When
I started I was in my last semester, and I was doing it in addition to
school. I spent about 20 hours a week on Counter-Strike. I was
taking a light course load, so it worked itself out. I actually spent
more time working on Counter-Strike than school.
Why do
a mod on Half-Life as opposed to any of the other games?
I think
at the time there really wasn't much out there. There was Quake 2,
Unreal Tournament wasn't out there at the time, Half-Life,
and I think Sin was out. So, there was really only one choice for
me because I'd already worked on Quake 2. I'd tapped all the good
resources [from Quake]. I just got sick of it, so I just wanted
to move on to a new engine, and I think Half-Life was the logical
choice for me.
Have
you tried any of the other mods that are out there for Half-Life?
Actually,
I really don't have any to time to even check them out. The amount of
time I have left is sparse. I barely have time to eat, really. I see a
lot of them out there that look really cool. There's quite a few out there
right now.
Do you
think that making mods endangers the profitability of retail games?
It's hard
to say. I suppose with CS it's a bit of an exception I guess because
it's become bigger than what everyone expected it to be. As far as it
affecting other games, arguably it could have done something bad, but
hopefully there won't be many CSs out there. But I wouldn't worry
about mods taking over the whole industry—I don't think it's going
to happen. I don't think that it will change the way that people make
games. Professional game development companies are still going to make
them the same way. If anything, they might make them more open to mods
this time. That's the way to go, to keep the longevity of your game going,
you really have got to make it editable. Other than that I really don't
see much changing.
Were
there ever any ownership problems with the project? Who has ownership
of the mod?
When we
did sell the rights to Valve, it was pretty clear who had the rights to
CS. Up until then, we knew who was in control: it was just me and
Cliffe. When we sold it to Valve, we didn't have much of a choice because
I was just graduating and I really needed to turn this into something
more than just a hobby, I needed to actually make a living off it. It
was a good decision, I think, on my part.
How important
is it to play competitor's products while you're designing a game?
I don't
do that, so I can't really say. Personally, I think it's important. I
mean, it helps because you get to see what's out there. You get to see
the competition, you see what features they have, and how they're doing
certain things. For me, I don't do that because psychologically, I don't
know why, I don't like seeing the competitors. You know, it's like if
you're in a race, you don't like watching the other people race, you just
race. You just concentrate on what you do best, and try to make the best
game you can, and don't worry about what the others are doing because
sometimes it will throw you off your groove. If you see someone else doing
something, you're like, "Oh my God! This is awesome! I've got to
redo this. I've got to redo my game. I've got to change my game so it
beats it." If you keep doing that, you're never going to get your
game out. That was the whole thing with the Beta. That's why I released
Beta's so often. I needed to play it a lot, and get feedback because I
wasn't playing anyone else's games.
Speaking
of feedback, how did you even get people to know that the mod was available?
It just
grew by itself. With Beta One, there was a really small community. It
just blew up after about Beta Six or Five. I think that the most important
thing is if you keep releasing new versions, it keeps the interest going.
People tell their friends, and that sort of thing, and it just grows and
grows. If you just release one version and you expect people to like that
one version, it's hard to get a community that way.
What
was the most difficult part of designing Counter-Strike?
There was
really no difficult part, just time-consuming parts that I would rather
not do again. For instance, doing the models was super time-consuming,
tedious work. Actually, if there was a difficult part, it would have to
be the initial Beta One coding because it was my first time working with
the Half-Life code. Usually, your first time, you just make a lot
of mistakes. We had a lot of bugs. We had a lot of crashing bugs and stuff
like that, so it was frustrating trying to find out why it was crashing.
That was definitely the most difficult part.
How long
did it take you to do the whole programming process?
For Beta
One, it was about a month and a half, I think. It wasn't too long for
the coding part. The most time-consuming part was definitely the models:
I spent about six or seven months on that.
How long
was it before CS was really playable?
When I first
got the SDK, I think I got Beta One out in about two months. But before
the SDK for Half-Life came out, I was already working on the models.
If you remember correctly, the SDK came out about six months after Half-Life
was released. When Half-Life was released I said, "Okay, yeah.
This is a great engine. I'm going to make a mod for this." That's
when I started making the models. So, I started way before the SDK was
released. Once the SDK got out, I just did the code - that pretty much
took about a month.
How much
of this project did you do by yourself?
I didn't
do any of the maps - that was strictly done by professionals. I've never
actually done a map in my life. I got help with the sounds - some sound
effects I got from other people. The models and the coding I did myself.
How did
you find the people to do your maps for you?
Cliffe,
my partner, was really the guy that did all that. He recruited these mappers.
Actually, at the time, I think we had a playable version of Beta One,
so he just showed it to them. He's the guy that attracted all the mappers
to Counter-Strike. For our initial Beta One, we didn't really have
many, we just had maybe three maps, or four. (laughs) They were pretty
basic.
Did you
do interviews with these mappers before bringing them in to the project?
No, not
at all. We just asked people to make maps for us, and if it was playable,
if it wasn't complete crap, we would accept it. At the time, we had some
pretty low standards.
How do
you protect yourself? Let's say a map designer comes up to you and says,
"Whoa, whoa, whoa. If it weren't for me, you wouldn't have your damn
game. I want some of that cash too."
We haven't
really prepared for that I guess, but if it does happen, I think we'll
decide what to do then. It's not something we think about. But no one's
done that, so I think that's a good sign.
Because
nobody is getting paid when you're making a mod, how do you deal with
the different levels of commitment to the project?
That's pretty
much why I try to do as much as I can with the mod. I do as much as I
can so I can have a playable game. I mean without the maps, of course
there's nothing to play on. That's the part where we just rely on the
public. They haven't let us down. There are people out there that really
like the game, and they're just going to make the maps. We don't really
tell mappers, "Okay, we need this map done by X amount of time."
They know that there's a deadline for every Beta. We just say, "We're
going to be accepting maps up until then. We're just going to look over
them up to that point." They just try to get the maps in on time
and that's pretty much it.
I haven't
really had to tell people, "Yeah, you've got to get this done in
X amount of time." And stuff like that. I really don't like doing
that kind of thing. I don't like relying on other people to do something
in a certain amount of time because it sounds kind of bossy. I just try
to do as much as I can.
Now that
you're working with Valve, and you're not allowed to do everything anymore,
how do you find the "I try to do most of it myself" mentality
works?
Actually,
Valve has been really great with me. They haven't really changed the way
I work. I pretty much do the same things that I did two years ago: I do
the modeling and the coding. They haven't said anything about it. I think
they're really fine with it. It's great.
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