Login to access exclusive gaming content, win competition prizes
and post on our forums. Don't have an account? Create one now!
Why should you join?
Click here for full benefits!
GamesForumsCheatsOut Now
14 Football Manager Live screens | New Ghost Recon, Assassin's, Red Steel confirmed | Games journalist in suspected murder suicide | Five Mafia 2 screens | World in Conflict add-on finally dated | Four new Spore titles for '09 | Gorgeous new Street Fighter IV trailer | Capcom signs Monumental deal | New Battlestations: Pacific movie | Soulstorm goes cheap on Steam | New Wheelman movie | TF2 gets "very different" game mode | UPDATED: Ubisoft dates I Am Alive | Confirmed: Sega cuts staff | Capcom reconfirms Australian release dates | Jaleco exits gaming | Wii Fit tops UK charts | Sega inks new digital deal | EA Mythic next for job losses | AMD will cut 1,100 staff | Dawn of War II done | New DC Universe Online footage | Pirates are customers too, says Valve | No new GTA in 2009, says Rockstar | Midway buys more time
All|PC|PlayStation|Xbox|Nintendo|Games on Demand
Search CVG
Computer And Video Games - The latest gaming news, reviews, previews & movies
CVG Home » PC » Interviews
PreviousWheelman Football Manager Live  Next

Left 4 Dead

Interview: Producer Chet Faliszek on the honing of a masterpiece
Having amused an older generation of gamers with his writing on seminal games humour site Old Man Murray, Chet Faliszek has moved onto games development. He's already changed Alyx's personality and brought japes to Team Fortress 2. Now he's making some bolder moves with Left 4 Dead. We spoke to him just days before the project wrapped up.

So how long has Left 4 Dead taken?

Faliszek:
Oh, about three years. Turtle Rock had made Condition Zero and they wanted to start a new IP. They pitched a couple of things to us - one of those was Left 4 Dead. We thought, like everyone else who plays it for the first time, "Oh, wow". Me and Erik [Wolpaw] were at lunch with Gabe the next day and just babbled about it. Next morning we got an email from Gabe saying to Michael Booth [lead at Turtle Rock at the time] "These guys can be the writers on the game." and that was it.

Was that all it took to pitch the game?

Faliszek:
They'd shown some stuff to us before this. And the idea for this one stuck - since we already had a good relationship, it wasn't hard to get behind them.

When did you realise this was going to be the next Valve game?

Faliszek:
We realised that last winter. We had people coming off other projects and they started to move onto looking at aspects of Left 4 Dead. I think the team started off at about nine people and grew from there. Turtle Rock had a really good sense of how we like to do things and they'd taken it pretty far in that direction by the time we started to work on it properly. When you've got nine guys, what you can do is limited compared to what you can do if you have another 50 people.

When we unleashed all of Valve on the project there's so much you can do. You could have said two years ago "this is shippable, it works" but there's so much later shaping of the game and detail and polish that has to go in.

The changes from then to now are very evident. Do those all get mapped out at the start, or is it evolving over time?

Faliszek:
Well this stuff gets talked about constantly, yet it never happens right away. The artists will be busy elsewhere or there just aren't enough cycles to do it yet. So you plan, but it's a long time before you see it in a build. Like the first time you see the load-screen movie posters - that was a moment when we realised what we'd planned was totally cool.

What was with the changes in the characters part of the way through the project?

Faliszek:
Well, partly it came about because we completely changed the facial animation. We moved it to the model we'd developed for TF2, where we'd done new faces that are more expressive - the animation is a little different there.

We also addressed visibility issues, and worked hard to distinguish the characters from Infected. So it was a combination of technical and artistic changes.

How did the character creation process work for TF2?

Faliszek:
When we do characters we tend to come up with a bunch of backstories for the characters among the writers and then we'll engage in this collaborative process with the artists. We end up with a load of backup stuff and we don't tend to get married to ideas.

Erik was saying that you guys were pretty pleased with the dialogue and contextual chatter for those characters. How did that develop?

Faliszek:
Once we'd done the initial character creation pass we knew who these characters were and what they were likely to say. As we played and watched playtesters go through particular situations, we took note of what we said, or what people said and decided that we should make the characters say that. They also help with navigation, or commenting on things in the world in a helpful way. Little bits of character and backstory emerge too.

Do the solo-games deliver more dialogue?

Faliszek:
We made a conscious decision to try and make both experiences very similar, because you shouldn't feel like you're missing out by playing solo. Nevertheless they're a little more talkative in solo because they respond to you slightly more, like if you stare at them they'll acknowledge you. They'll help you out a bit, but it's not significantly different to the amount they'll vocalise in multiplayer.

Let's talk about the role of the boss Infected...

Faliszek:
Well, that's changed greatly, especially since we split the game in two. Originally, the whole game was basically Versus mode, with people playing as boss infected. Originally we wanted the director to control everything, which meant that if you were a good infected player your reward was more time spent not playing, which wasn't a good reward. So with Versus split off we've been able to tweak things substantially.

I don't know if you noticed but the maps are slightly different for the Versus mode. The ammo room on the finale of No Mercy, for example, has more access, so it's harder to defend. In co-op mode these are just easier or harder parts of the map, but in Versus it becomes exploitable, so that's less fun and we have to deal with that. Now [with pure AI co-op campaign] we're also faced with how to do difficulty overall - how would you do it in TF2? It's down to who your opponents are. In Versus there are skills you learn and there are a lot more combinations of talents than you might think.

You end up having to be a much better survivor team, because player Infected get to be so inventive. Who you attack and how you attack them is a big deal. We put a lot of work into that.

Learning to play the Infected is a bit tricky, isn't it?

Faliszek:
Sure, everyone understands getting a gun and fighting monsters, but when was the last time you played a game with a 50-foot prehensile tongue that you use to choke people?

All games will have them now, like the gravity gun.

Faliszek:
Exactly! Tongues and vomit. You learn to use that tongue, you figure out to grab the last guy, or to drag people into more trouble...

The boomer/smoker combination, right?

Faliszek:
We love that.

Let's talk about Valve a bit. You've always said that Valve is "bad with titles" like no one seems to have a rigid role or job-title and folks at Valve talk about how there are "no managers"? How can that possibly work?

Faliszek:
That's a credit to Gabe, that he created this environment. It's the case that no-one is your manager but everyone's your manager. You're beholden to everyone at the company and you'll get anyone and everyone coming up to give feedback. Equally you have to get people to buy into your ideas.

You learn how to make your pitch and to talk about your idea. The more people that you can get on board, the easier it is to get things done. At first brush I'd have thought that was just going to result in a mess with nothing getting done, but hey, we made Portal.

Yeah, you tend to get people saying that anything designed by committee is going to turn out as a median grey junk and that you need the radical auteurs out there to push through the really great ideas without them getting moderated to death...

Faliszek:
At first glance I'd have thought that, but people are adept at seeing and accepting a good idea. Problems arise when you have a bunch of egos, when people are precious about their ideas, but here there's a culture that the best idea should win. Odd ideas can come forward and win, because people aren't precious about their ideas. It's like the characters thing in L4D and TF2 - we come up with a load of backstories, so the concept stays malleable.

Valve's profile has changed radically in the time since Half-Life 2, hasn't it? Probably because of Steam...

Faliszek:
I think there's been a polarised view where people have started to identify companies as PC companies or console companies and Valve has very obviously laid a big stake in saying that there's still value in the PC as a platform.

I think that people unfairly paint other companies as console for not doing that. But the truth is that gamers, like the gamers here at Valve, play on all kinds of different platforms. It's just that our heart is in the PC as a gaming experience, a platform, and people understand that. It's the platform that requires the most user-input and that helps us enormously. Additionally, there's just a critical mass of gamers here, even the "suits" are people who play games. That helps us.

Steam was integrated with your own development tools wasn't it? Is that why it's such an effective platform?

Faliszek:
Originally we wanted to be able to update Counter-Strike across multiple machines at any one time, which is where Steam comes from. We all play at work and at home, so we need to be able to keep everything in one place. So that's Steamcloud.

We want to have our work profiles and save games at home, so yeah, it definitely helped that we were making the same games we wanted to deliver on Steam. We're consuming our own product and that's going to keep pushing us in useful directions.

PC Gamer Magazine
// Interactive
Share this article:  
Digg.comFacebookGoogle BookmarksN4GGamerblips
del.icio.usRedditSlashdot.orgStumbleUpon
 
Posted by Mogs
It's not a masterpiece. With more meat on the bones, it would be, but it's too shallow at the moment.
Posted by Robzy1990
It is a masterpiece. Try playing Online.
Posted by Mogs
It isn't. I do.
Posted by MuramasaEdge
No-one suggested that it was, however, it is still the most important multiplayer experience of 2008, because it shows that yes, you can centre on and indeed feature balanced and all-inclusive Four player co-op on-line play in a major title, something that was only really tried in Resident Evil Outbreak and it's sequel before 2008.
Posted by Bliff
20 maps over 4 storys i think is quight good for a releace and its been out no where near long anouth for added content from valvE yet if you think its so skinny go play it on advansed or exspert an stop playing on easy or become the hord in vs mode
Posted by Dirtyrat
It's the most fun I've had in multiplayer since BF2 came out in 2005.

Nuff said really.
Posted by WHERESMYMONKEY
Its the most fun i've had online in a long time. has a few nasty exploits that people use. many the survivors hiding under tables or ladders so no one playing as the horde can get close.

Doesn't spoil the game too much. Nothing better than stomping around as a tank. I wasn't expecting playing as the zombies to be so awesome, but they're definately my favourite.
Posted by $$johnman$$
Why are all the pic using the old character concepts? Lol at Francis's belly.
L4d is the best multiplayer game ive played in a long time. My friends list has doubled as i have met so many people though it, so having a quick game with good players is easy.
Posted by fieldofpoppies
the thing about l4d is that it all depends on who you are playing with. I dont have many people on my friends list who has it, so most of the time im relying on randoms to make up the team. If they play properly and arent d*ckheads, then its an amazing game. If they don't play properly or run around screeming their head off for no reason (ie. 10 yr old american kids), then I would rather eat my own armpit hair than play it.

The amount of times that I have left a game because of the latter definitely outnumbers the amount of times that ive met friendly, normal people, which is a shame.

Basically, the more people buy it, the better it is - much like an mmorpg. SO COME ON PEOPLE, IF U HAVENT GOT L4d YET AND YOU'RE NOT A NUTTER, GET IT NOW ITS ACE!!!
Posted by fieldofpoppies
ps. my gamertag is chronicwombat - please add me if u want a game
Posted by Jez7
Aaah... Battlefield 2 was electric...

/loading...

----------------
Now playing: Vangelis - Ask the Mountains
via FoxyTunes
Posted by CrispyLog
It's not too shallow, it takes hours to go through all the multiplayer maps, but on say Counter-Strike when that shipped you could get through all the maps in 10minutes. If you approach it as a multiplayer game then it's huge and varied with masses of tactics thanks to Versus.
Posted by Mogs
It is too shallow for my liking. Playing as the infected adds some interesting options, but the core experience is very much run & gun.

Where's barricading/reinforcing doors?
Where's choosing alternate routes? (Do we take the subway or the streets?)
Where's melee weapons (baseball bats, chainsaw)
Where's players becoming infected & team mates needing to deal with it?

I could go on, but there's a lot of things that instantly spring to mind when thinking of zombie apocalypse that they haven't even touched on.
Posted by RumbleThunder
The game experience is heavily dependent on who you play with. Three friends make it awesome. Playing with complete idiots who run off, grief, and just act like general worthless fools make going online on your own next to pointless.

I find it hard to believe that people can actually bring themselves to throw racist abuse at me because the game chose that I should play as Louis. It's too pathetic to be true.
Posted by fieldofpoppies
RumbleThunder are you playing on pc or xbox?
Posted by fieldofpoppies
Well yeah you list some good ideas, but i reckon its unfair to judge it based on these things, especially considering its a new ip. which is obviously made with dlc in mind.

i dont mind the relatively few maps either because i usually just play my favourites anyway. i must have played office about 100,000,000,000,000 times.
Posted by Mogs
I have no doubt that Valve will add a decent amount of new stuff over the next year or two, but quite what they'll do I'm not sure. More maps almost for certain & types of infected. Any of the stuff I mentioned? Not sure.
Posted by Owens
1. Where's barricading/reinforcing doors?
2. Where's choosing alternate routes? (Do we take the subway or the streets?)
3. Where's melee weapons (baseball bats, chainsaw)
4. Where's players becoming infected & team mates needing to deal with it?

1. The game is about speedily getting through the map, not holing up and waiting for the infected to die of starvation. While you could argue barricading would be handy during the final levels, it would make the endings far too easy. With a decent team, even on expert barricading would be too much of a luxury.

2. Imagine you're on a team, 2 people want to take the streets, 2 want to go through the subway. End of really.

3. You have melee. It's the left trigger. As for chainsaws, that would border on ridiculous. Dead Rising had chainsaws because it's all about fun, blood and guts. L4D is about survival. How could someone run around with an M16, handgun, molotov/pipebomb and a First Aid kit strapped to them and succesfully wield a chainsaw? And imagine the chances for team wounding.

4. Part of the story is that the characters are immune. Also, tell us a fair way of implementing becoming infected into the game.
Posted by Dirtyrat
The game is primarily about teamwork and survival, I am not convinced some of your suggestions would necessarily add anything to the gameplay. For example there is little need to barricade doors since the infected don't know how to open them. They have to claw them down, which can take time.

Alternate routes might have been interesting, but the levels have been so well designed this might have infringed the focus.

We definitely need more weaponry though so I'm pleased the SDK is now out, whether Valve includes any in the DLC remains to be seen.

I don't think players turning into Zombies would have worked. It might have been interesting for the Ai to take control of the corpse, but then the player is sat twiddling their thumbs or if they did take control of them suddenly they are on the enemy team, which just wouldn't make sense and would spoil the teamwork. L4D deals with player death as if they've got trapped somewhere and need to be rescued, which works very well and stops people from leaving a game half way through out of boredom.

In summary L4D doesn't need to be another survival horror, we have Resi and Dead Space for that.
Posted by boggsi
I dont normally respond in rage at someone elses blatant close mindedness.. especially on the internet. Well shall we just say.. You sir, are an idiot.

1. They would balance it you moron. Imagine instead of a safe house being the end.. after u shut the door 2 players would stay and prevent the door from being destroyed while another two went forward and fetched "barricade supplies", then when they were returned and the door barricaded it would be a normal safe house. - This is just an idea, bit more variety in play.

2. The in-game voting system is very effective, it would be a simple matter to cast a vote then the next level that loads is the voted one. But the decision to pick x or y was based on earlier events, like grates that allowed you to see how populated sewer was likely to be. JUST AN IDEA.

3. I agree chainsaws would be silly but some variation to melee combat would be nice i.e. two kinds of melee attack, one a more deadly killing attack, the other a purely non damaging "get away from me" attack - again JUST AN IDEA.

4. They don't have to be immune to all types of infection, what about them catching rare diseases (perhaps a new type of infected?) then the team needing to find a cure. IDEA? YES.

Next time you idiot, think around what people are saying and try to work with it, give constructive criticism. Do not just flatly reject EVERYTHING someone says because you disagree with their initial premise.



I just want to say I think this game is one the most important multiplayer games of 2008, I have thoroughly enjoyed it.

However I completely accept anyone who might argue it is shallow. There are SO many things they could do and implement and I think they need to. My play time is only around 40 hours and I think I will be bored by about 60.

More achievements, more variety of game play i.e. elements such as those mentioned above.
Posted by dickieshort81
Masterpeiece....wtf???? Is the person who wrote this article been smoking drugs???

YOU cant aim, run, the gameplay is like a 2001 PC game (no joke) and the enemies are about as original as custard creams!!

Quite simply overhyped nonsense and another game I was not overly impressed with!! Battlefield Bad Company is an amazing game but yet Left for Dead gets better reviews :shock:

I am becoming more and more sick of the gaming industry biased views towards certain consoles and games!!

I checked out Halo wars today and could not stop laughing, its a command and conquer clone released in 2008!!

Killzone2 will pwn L4d halo, halo wars and Gears!! guarantee it will still receive bad reviews from independent XBOX sites!!

love peace and pubegrease
Posted by fieldofpoppies
dickieshort, you are an idiot. your comments arent even worth reaction.

boggsi, im not sure about all of your ideas but think that your rage is totally justified. they could have put a lot more stuff in.

masterpiece? not quite
innovative, unique and thrilling? yes
Posted by Sleepaphobic
awesome game the first 5 times or so through a map but then it feels so scripted (ai director is a bunch of crap i think) and predictable (not to mention how short it is) that it starts to lose its fun factor
Posted by Sleepaphobic
awesome game the first 5 times or so through a map but then it feels so scripted (ai director is a bunch of crap i think) and predictable (not to mention how short it is) that it starts to lose its fun factor.
good thing though is that i hardly ever encounter screaming retards in the games (steam version) so that kl
Posted by AegisK
Definitely a PC title, the console versions just don't feel the same. Its part of Valves must have games really. Little story, more action, just the way games should be. Its not a film like MGS4 and its not an adventure like Halo 3, its an all action fight for your life type game with big ass zombies with massive deformities and 4 heroes with a will to fight to the end. Perfect.
Read all 25 commentsPost a Comment
// Screenshots
PreviousNext5 / 5 Screenshots
// Popular Now
// Related Content
Reviews:
Previews:
Interviews:
News:
More Related
News | Reviews | Previews | Features | Interviews | Cheats | Hardware | Forums | Competitions | Blogs
Top Games: Unreal Tournament III | Football Manager 2007 | Medieval 2: Total War | Command & Conquer | Ultima Online: Third Dawn | Alone in the Dark: The New Nightmare
Operation Flashpoint | Global Operations | Team Fortress 2 | Commandos 2: Men Of Courage | Return to Castle Wolfenstein
Top Reviews: Mirror's Edge | LoTR Online: Mines of Moria | Grand Theft Auto IV | World of Warcraft: Wrath of the Lich King | Left 4 Dead | Football Manager 2009
Call of Duty: World at War | Command & Conquer: Red Alert 3 | Far Cry 2 | The Witcher: Enhanced Edition | Civilization IV: Colonization
GamesRadar Network UK: GamesRadar | CVG | Edge | OXM | ONM
PSM3 | PSW | PC Gamer | XBW 360 | NGamer | PC Zone