I don’t think valve was ever at the forefront of graphically intensive games. like, half life 2 was a showcase game at the time but also was visually designed to run well/look good with lower spec systems (though my PC couldn’t run it at the time but it was fairly by then and I didn’t know how to upgrade on my own back then). half life 1 even more so since it was just running on the quake engine which at that point was fairly ancient. if anything valve has made an effort to keep all of their mainline franchises accessible to lower spec machines without feeling like it’s too much of compromise.
there were several other notable high profile fps games of that era that literally included branding for videocards in their splash screens and stuff.
I think there is some insight in that twitter thread but, like many twitter threads it’s kind of just trying too hard to be this piercing observation and I’m just like… idk man
I definitely agree with @broco that it was almost certainly more of an opportunity cost situation. and also I kind of wonder if portal 2 didn’t meet their sales expectations or something. I mean, it sold very well, but they lavished it with expensive production values and talent, arguably more so than any of their other flagship titles. (I could be way off base with this idk)
it might also be that development encountered actual obstacles for the scope of the game. at least reading the leaked episode 3 script it seemed to be far more ambitious in scope and storytelling than the series had been to that point. like I feel like nothing in the script couldn’t have been executed by any moderately competent AAA studio today, but idk about 2012 era. something with that ambition and enormous fan/sales expectations combined with technical challenges that might have set the team back could have contributed.
I always assumed that half life 3 would feature portal technology or the portal gun in some way (but according to the leaked script, it didn’t). so maybe they originally planned it that way and got fairly deep into building that out only to realize it introduces too many design problems or something.
this is all wild speculation and I guess we’ll not know what really happened for quite some time, but I feel like there were certainly enough available circumstances to combine unfavorably to stall the project. combine that with lack of a survival motive (ie valve was going to do totally fine with or without half life from a business perspective) might have been all that was needed for it to just kinda fizzle out with no reason to come back.
where the twitter guy is right is that yeah, it’s the VR dummy. regardless of the possibility of hardware sales they recognize that VR is a blossoming (I guess) form and they want to extend steam’s dominance of digital distribution into that realm while it’s still relatively young and easy to get in. and they know nothing will excite john q. gamer like a new half life game. like honestly I’m not proud to admit that this is the first thing that’s seriously caused me to consider buying a VR system bc I’m such a depraved fanboy of the series
god this is such a monkey’s claw situation. at least it’s not trying to sell a streaming service or something.