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 Gameguru Mania News - Nov,22 2019 -  
Valve explains why Half-Life: Alyx is not Half Life 3 - interview
(hx) 12:16 PM CET - Nov,22 2019 - Post a comment / read (8)
In an video interview with Geoff Keighley, Valve’s David Speyrer, Robin Walker and Dario Casali shared some new interesting details about Half-Life: Alyx. The developers explained why Half-Life: Alyx is a prequel to Half-Life 2, and not the highly anticipated Half-Life 3. Moreover, they explained why there won’t be a non-VR version of the game. As Dario claimed, Half-Life: Alyx started as a VR exploration game and turned into a Half-Life game. And even though the team would love to release a non-VR version, this isn’t currently possible.
We would love to be delivering a version of this that you could play with a mouse and a keyboard. But like as we said, it began as an exploration of VR. The more we used the controllers and the headset, we realized the the amount of interactions this gives, the amount of possibilities these things give us. The more we explored this, the more we realized that there’s so much opportunity that we can’t really translate back to the keyboard.

When you can track your hands separately from your head. They are all 3D space, all simultaneously tracking and moving, you just can’t get that with a mouse and keyboard. And when you put that into game mechanics, the kinds of interactions that we can do now, we couldn’t possibly do with a mouse and keyboard.
last 10 comments:
Anonymous(02:23 PM CET - Nov,22 2019 )
Apparently steam has about 720,000 VR users out of 90million. 8%
Good luck making money out of Alyx

Csimbi(02:33 PM CET - Nov,22 2019 )
quote:
why Half-Life: Alyx is a prequel to Half-Life 2, and not the highly anticipated Half-Life 3. Moreover, they explained why there won’t be a non-VR version of the game

And I give zero fucks.

pagb666(03:21 PM CET - Nov,22 2019 )
Sabot> Apparently steam has about 720,000 VR users out of 90million. 8%
Good luck making money out of Alyx

Steam Stats page says VR adoption is 0,38% of the userbase

heretic(06:48 PM CET - Nov,22 2019 )
Yeah. A VR game is what nobody asked for and the take rate is gonna be lower than it would be if it was a regular game.

Anonymous(01:58 PM CET - Nov,25 2019 )
pagb666> Sabot> Apparently steam has about 720,000 VR users out of 90million. 8%
Good luck making money out of Alyx

Steam Stats page says VR adoption is 0,38% of the userbase


I took it from here
https://variety.com/2019/gaming/news/steam-one-billion-accounts-1203201159/

90 million users minus 720,000 VR users = approx 8%

Csimbi(04:01 PM CET - Nov,25 2019 )
Sabot> pagb666> Sabot> Apparently steam has about 720,000 VR users out of 90million. 8%
Good luck making money out of Alyx

Steam Stats page says VR adoption is 0,38% of the userbase


I took it from here
https://variety.com/2019/gaming/news/steam-one-billion-accounts-1203201159/

90 million users minus 720,000 VR users = approx 8%

Your math is just wrong.
720000/90000000=0.008
0.008*100=0.8
So, that's 0.8%, which is more or less: nobody.

Anonymous(02:49 PM CET - Nov,26 2019 )
Csimbi> Sabot> pagb666> Sabot> Apparently steam has about 720,000 VR users out of 90million. 8%
Good luck making money out of Alyx

Steam Stats page says VR adoption is 0,38% of the userbase


I took it from here
https://variety.com/2019/gaming/news/steam-one-billion-accounts-1203201159/

90 million users minus 720,000 VR users = approx 8%

Your math is just wrong.
720000/90000000=0.008
0.008*100=0.8
So, that's 0.8%, which is more or less: nobody.


Duh... I looked at the 8 rather than the decimal point :oops:

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