Name: Marc Laidlaw
Company: Valve Software
Title: Writer/Level Designer
[Originally written in 1997, some time before "Half-Life"'s release, as you may know, the game went on to become
one of the most lauded, multi-award-winning titles of all time, and Valve shot up to the premier league of game
developers. Next up for them is "Team Fortress 2", still due sometime later in 2001.. hopefully, and I'm guessing
Marc is currently working on this, plus perhaps Valve's 'secret 2nd project', whatever that is ;)..]
It's rare indeed that someone in the games industry has a past
outside it. Sure, there's the occasional architect drafted in
for level design duties, but most of the people making games
have never done anything but. Which is what makes Marc
Laidlaw all the more remarkable. From leading cyberpunk
author and journalist to a writer and level designer at Valve
Software, the makers of the forthcoming "Half-Life", he brings
quite a different perspective to computer game design. And
it goes like this...
h0l: What was the first computer game you ever played?
ML: As far as arcade games go, Tempest was my first addiction, but by the
time the arcade craze started to sweep the nation I was already too old
to really get the reflexes hardwired into my tender neurons. I was
pretty lousy at the standards: Asteroids, Missile Command, etc. At
this time, the closest thing I'd seen to a PC was the Colossus in the
computer center at the University of Oregon, where for a brief period I
dabbled as a programmer, punching instructions on cards with a huge
card-punching machine the size of a Geo Metro and then submitting them
to the cranky guy behind the counter who would tell me to go away and
come back in an hour (or two) to discover that my program had failed
because of a punch-card typo in the first card. So I lost my enthusiasm
for computers pretty quickly. I played pinball. A year or so later, a
friend of mine bought a Mac which played a little starship tailgunner
game that was really unimpressive. My own computers were little more
than glorified typewriters until a few years ago, when I played Myst
while visiting some friends on Long Island. I became obsessed. I went
into Manhattan to visit my agent and told him I wanted to work on
computer games. When I got back to San Francisco I bought a Pentium 60
with a color monitor specifically so that I could finish Myst. (That
same P60, my only home computer, is now useless for playing Riven.) My
agent soon landed me a great gig writing a tie-in novel for Haruhiko
Shono's Gadget CD-ROM, but that only fuelled my enthusiasm to become
part of a game-design team, rather than a peripheral.
h0l: What was/is the attraction for you in making games?
ML: I've been aching to do something pioneering. Storytelling is such an
ancient form that it's rather hard to break new ground in terms of
content-but presentation is a different matter. Our means of relaying
stories keeps changing over the ages-from oral traditions to written
glyphs and characters, to films and now...computer games. I think we
are now passing into something like the "silent movie" era of computer
game storytelling. The opportunity for making classics is very
exciting. Twenty-five years ago I was writing about and trying to
envision forms of 3D entertainment in my earliest science fiction
stories; now I'm actually working in a field that I liked to dream about
before it existed.
h0l: Does it give you something that writing could never do?
ML: Writing is a solitary activity. I like working with people, being
around people, doing stuff in a creative team. Seeing worlds take shape
in Worldcraft and then in the game engine is a buzz akin to that of
bringing things to life on paper. It's a wonderful feeling when you
make a map that mirrors something you've seen in your mind, then send it
over the internet to someone else, and five minutes later they're
running around in your mind-scape. Building maps in particular is a
nonverbal activity, and sometimes my brain just gets tired of words and
wants to think about geometry and spatial relationships instead of
structuring sentences.
h0l: When did you first see 'Quake', and what did you think of it?
ML:
I first saw Quake at the offices of id when I was working on a piece
for Wired Magazine. I was supposed to do an on-site-at-id feature, and it
turned into a "Making of Quake" feature. Quake was very strange when I
first saw it-some dark and moody corridors inhabited by blank grey
entities that resembled Hoover uprights. American McGee and Michael
Abrash were deathmatching with these vacuum-cleaner monsters which were
quite eerie, actually, because they didn't have any of the cliche
monster features, but they screamed when you shot them. None of the
monsters had been imported into the game yet. I was impressed less by
the look of Quake than by the tools with which it was actually made-the
insider's/designer's view of the levels-the ability to noclip and travel
in and out of your world and watch it unfold as you created it. That to
me was the most exciting part of my first glimpse of Quake. I caught
the mapping bug right then, especially seeing the stuff American was up
to. Later, when Tim Willits arrived, he helped point me in the
direction of actually starting to make maps.
h0l: When you were growing up you wanted to be a....?
ML:
Writer. Director. Cinematographer. Magician. Cartoonist. All of
which, in a way, I'm doing now, rolled into one package.
h0l:
What's your job on 'Half-Life' currently entail?
ML:
I'm the designated writer, which means I've been wrangling with a lot
of story elements that existed in the game long before I got here, and
helping reshape them into something with the structure and feel of an
actual story-one's that not as obvious as it might appear on its face.
For instance, we start with the Doom-style gimmick of the dimensional
portal through which horrors are pouring. But...you can't just stop
there. It was old when id did it, after all. Call it...a timeless
theme. Anyway, you have to start looking for ways of handling these
elements that no other designers would dream up. I won't take credit
for the basic story, but if you finish playing the game and feel like
what just happened made a strange kind of sense, then I would hope
that's because of some of the things I've been doing. In a creative
group like the one at Valve, there's no shortage of great ideas, and it
often seems to me that other folks come up with the really wild ideas
and simply use me as a sounding board and to see if their wild notions
can get worked into the story somehow. (As an aside, I was hired to get
in early on the creation of Valve's mysterious yet-to-be announced
Second Game, so I'll be taking more blame for that storyline.)
h0l: Do you feel at all overwhelmed in fitting into a job alongside people
who've designing games for years?
ML:
Overwhelmed? No. Inspired and instructed? Yes. I'm always looking
to the others to see what they think will work in a game. A game is not a
novel, after all. I could come up with the coolest plot twist in the
world, but if it doesn't add to immersive gameplay, then it doesn't
belong in the game any more than jumping puzzles belong in a book. Many
of the folks here have a much better idea than I of what it takes to
make a great game, and I rely on them to teach me. Gabe Newell, for
instance, can sit down and look at a room and instantly come up with
three ways of turning it into a place for fun gameplay. I might look at
the same room and think, "This is where our hero suddenly realizes that
his domineering mother and passive-aggressive father ruined his chances
of ever settling down and conquering just one world." On the other
hand, I'm learning constantly-that's one of the joys of this job. By
the time we've shipped Half-Life, I expect to have a pretty good grasp
of what makes good gameplay.
h0l:
Tell us some juicy gossip about the people at Valve (heh, just to give
our readers a break from all the 'serious' questions).
ML:
Some of them drink decaf, or avoid coffee altogether. Others drink the
hard stuff, but put orange flavoring in it! The rest of us are normal
caffeine addicts.
h0l: Do you think computer games will become widely accepted in the future
as a valid artistic form?
ML:
It's already happening. "Wide acceptance" is a double sword, though,
because a lot of things get watered down when they find "wide
acceptance." One of my favorite games was "Gadget," which was not
actually a game, but a point-and-click movie. It was art of a very pure
sort. But it did not find a "wide" audience. It's a cult favorite, not
a blockbuster. The size of Gadget's audience or the width of its
acceptance are irrelevant to whether it's a work of art or not. But
Half-Life is a very different beast. It's first and foremost a game.
Whether this sort of game will considered "valid art" when the critics
of the future look back on our primitive era, who can say? Do I care
what their opinion might be? No. Am I using all the artfulness in my
power to try and make this a really amazing game? Sure thing!
h0l:
Valve are the only developers making Quake-engine games who have any
degree of subtlety. Discuss?
ML:
If you mean that Half-Life is the only game with any subtlety, I don't
know enough about what the other Quake-engine games are actually aiming
at to comment on this. If you mean that the company appears subtler
than others licensing the Quake engine, then I'd have to say I'm not
well placed to judge ourselves or other companies. Maybe one reason we
may appear to the outside world to have an iota of subtlety is because
we don't do plan files. The subtlest designer in the world can suddenly
turn into a blathering idiot if you give him a soapbox of his very own.
I've often made an idiot of myself in small forums (such as this one);
and for this reason, plan files terrify me. Yet I admit I am addicted
to them. I read almost every plan I can get my hands on; I don't want
to look, but I just have to; it's like rubbernecking as you pass a
really bad traffic accident.
But seriously, long before I joined Valve
I was impressed with something like what you're calling subtlety. For
months and months there was nothing on Valve's website but a little map
of the Seattle area. Long before Valve did any PR or made any public
appearances, it was working hard on having a game worth promoting once
the inevitable engines of hype kicked into gear. And I have to say that
a lot of the story and design decisions that have been made (and are
being made every day) in the process of creating Half-Life are really
interesting, risky, and even subtle ones. All this will lead to a more
entertaining and unpredictable game, I believe. Of course, Half-Life
itself will be anything but subtle. "The First Subtle Shooter" will not
be a bullet point on our box!
h0l:
It's a well-known 'fact' that anyone working for one of the 'big'
Quake-related companies needs at least one sports car. What's yours, and
what are you saving up for? :)
ML:
I think you're supposed to have a hit before you get that cool car,
aren't you? Well, maybe if I were still in my 20's, with no kids, I'd
have bought or be saving up for a couple vintage mint-green Jaguars (one
for me, one for the mechanic). But the key word here is "Kids." I just
bought a used Camry. My wife drives the kids around in our old Nissan
Stanza Wagon. The whole concept of "saving up" is a remote one for us.
Did I mention "kids"?
h0l:
What's the part of Half-Life that you're most proud of thinking
up/designing?
ML:
Right now, I'm happiest with our plans to turn the player into a real
character in the game, without making a snarling asshole out of him.
The player is going to be important-and not only as a target. He's
going to feel he's doing things for a variety of good reasons, including
sheer survival. As for things I had absolutely nothing to do with
creating, I love the monsters. Half-Life contains more incredible
creatures, with incredible creature behavior, than just about any
science fiction movie or book I can think of. We could put together the
best zoo in the universe.
h0l:
Apparently, Capcom have hired George Romero to do the TV ads for
"Resident Evil 2" in Japan. Which film-maker would be particularly
suitable to film the ads for "Half-Life", if you could pick anyone?
ML:
Paul Verhoeven, if Terry Gilliam could sit in on the session. And if
Jeunet et Caro would just stop talking French for a minute, then they
could have the job.
h0l:
What advantages and insights do you think your cyberpunk literary
background gives you in games? Are you coming at it from a slightly
different angle to everybody else?
ML:
Well, I am familiar with all the science fiction tropes and cliches,
and I don't have to think for more than a fraction of a second to figure out
whether some idea has been done to death or whether it's fresh. That
gives us a bit of an edge in this industry, I think, where a lot of game
content seems to be derived from Hollywood's brain-dead notions of
science fiction rather than from the real living core of science
fiction, which is its literature. Sometimes I try to picture the game
as if it actually were something in a futuristic novel-a really popular
form of entertainment in the future-and then try to go about creating
that game. It's sort of funny that I was a cyberpunk, because in the
typical cyberpunk scenario, the written word is dead-society is
postliterate. So far, I'm the first postliterate cyberpunk...abandoning
text...a traitor to my class. But I may prove a turncoat twice, if I
ever get back to writing anything apart from email and design documents.
h0l:
Half-Life will rule because... (your chance to plug!)
ML:
It is the shiznat, whatever that means.
h0l:
Finally, name your favourite website and why everyone should visit it.
ML:
Every morning, like millions of others, I read my email then I check
Blues News (http://www.bluesnews.com). But probably most of the
people reading this interview found it by following a link from Blues.
Over the last year or so I've relied on the Worldcraft websites (especially
The Forge) and various sites devoted to custom mapping. I've also truly
enjoyed the Single Player Quake sites run by Crash and Matt Sefton,
although these seem to be holding their breath while level designers wait
for Quake2. Right now I am dying to see what the free-agent mappers do
once they get their hands on the version of Worldcraft that ships with
Half-Life. Our levels have to make sense as part of the Half-Life story.
But when the mapping community gets to work on levels that don't have
to abide by our conventions, and just get to employ Valve's bag of tricks,
I predict a flood of absolutely insane maps. That should be fun!
h0l:
Thanks. :)
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