Gabe Newell of Valve studios (yeah, that one) recently was in an interview with Edge magazine where he explains the need to create new impact making situations, whereas the old ones are now ineffective.
…part of each project [needs] to respect the fact that simply repeating the past isn’t going to have the same impact now as it did then.
Gabe goes on to say that this means ramping up the spectrum of emotions touched:
I feel like we’ve gotten away from genuinely scaring the player more than I’d like, and it’s something we need to think about, in addition to broadening the emotional palette we can draw on.
When asked what Gabe said would do the trick, this is his response:
The death of their children. The fading of their own abilities.
Which, you know, should be a pretty good start. You may start to wonder, as much as I did, how these two ideas could factor into Half-Life Ep. 3. I mean, what else could this be about? You may have also, just like me, immediately connected the “death of their children” bit to a Heavy Rain type of game, the two thoughts colliding making me slightly wary. I have to say, though, that the end of Half-Life 2 Ep. 2 I shed a tear. That’s right. Suffice to say I trust Valve with their abilities to touch the emotions, or I suppose now, the broad palette.
So what does that mean for the industry as a whole? Well I have some idea…