Eurogamer had a chance to sit down with Valve designer Gabe Newell, Doug Lombardi, and a bunch of folks from the Valve design house to talk about the process of creating Half-Life 2: Episode One . They discuss the rationale behind going episodic, the development process, why we're unlikely to see a Half-Life movie anytime soon, and the many improvements to the Source engine. From the article: "I think we're better at it, in terms of learning how to anticipate. It's like after you've watched a couple of hundred playtests, you start to develop a much better sense of what are successful and unsuccessful design strategies. And so the thing we're going to do with Episode One is to extend that out to all of the people."
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