Now you're speaking for all fans and what they want and assume anything new half-life could have been a "conclusion"? How's that what is vs what isn't? And how was I the one to bring money into it? You kept responding to excitement with "they just wanna sell you stuff". Selling is about money. even if you wanna convert it to just "sell you VR" as a concept that's still about money, I don't see them giving Index away for free anywhere just to make the technology more widespread. Again even fans conflate things between what we would have seen in a HL2: Episode 3 and an actual HL3. And fans usually don't want what they think they want anyway. Earlier you said they should have used a new IP to not struggle with people's expectations with Half-Life, ie have it easier, now you say a new IP would have been harder to do so they took the easy way out and made Half-Life, get real, you're grasping at this or that bit of an interview and ignoring other bits as just marketing talk to "sell you things" as if the whole interview isn't just PR anyway but somehow things that shouldn't have still rolled out of their tongues and you caught a glimpse of the real truth behind all this or something and can freely ignore the rest of the interview because it's just bs trying to sell you things. That's called confirmation bias, sorry to break it to you.
Reading through your post and going back through the thread I think you've misinterpreted what I meant when I said 'Market Stakehold' below: -
They've had several years to be passionate about concluding the Episodic trilogy, yet it never happened. You watched exactly the same video as I did and the key narrative was all about making a AAA VR Title to promote a technology they have a market stakehold in. HL happened to be the existing IP they found most viable to achieve that, nothing more nothing less.
I'm going to attempt to clarify this, and try and keep it as concise as possible in the process.
'Market stakehold' is not simply about money or short term profitability. It is a vested interest in a commercial arena in the long term, and Valve most definitely has that in spades. Firstly in digital sales and secondly and more recently in promoting VR, both of which they want to see go hand in hand.
To date Valves biggest commercial success hasn't been games, it's been Steam. As money-making ventures go it's been infinitely more profitable for them than any number of titles they've shipped past or present. Steams success freed them from the treadmill of delivery and profitability that hangs over most other development studios and operate in an experimental fashion somewhat akin to an entity like the MIT media lab for instance.
There have been positives to this in the added value they've been able to bring to Steam in terms of user-friendly features and the like (something most other digital stores have spectacularly failed to learn from). However, at the same time, there have been negatives, not the least of which has been a seeming lack of direction at times within the firm (a Bi-product of their work approach) with the result being a litany of cancelled projects over the years as well as a tangible apathy and tone-deafness when it comes both to maintaining their existing IPs and communicating effectively with the fans of said franchises. PR especially is not their strong point.
These negatives have arisen because in truth Valves primary focus when it comes to game development is in finding ways to strengthen user engagement with Steam because the more ubiquitous, essential and every day they can make a users engagement with the platform the more opportunity exists that said users will buy something from the storefront.
VR for Valve represents a new opportunity space in that regard. It's an exciting developing market that they've gotten into early on and they're heavily investing in pushing the technology because they want to both advance it (improved presence sells the experience as I'm sure all agree) and grow the user base. This extends far beyond games.
They're surprisingly frank about this in the Keighley interview: -
They looked at the market growth of VR and the reasons why uptick was so low and they concluded that this was in large part because VR presently lacks a clear AAA experience to draw people in, so they decided they needed to build it. They weighed up the pros and cons of their existing IPs and concluded that Half-Life despite having been shelved for over a decade-plus represented the best choice in that regard.
It is at this point though that a clear dichotomy arises because Valves interest in reviving the IP seems to be a combination of ease of use in terms of development at their end (no need to reinvent the IP wheel) and to capitalise on its brand name, whereas the interest for actual fans of the franchise has been for the next chapter in series that went AWOL in 2007 on a massive cliff hanger.
Brian057s post from earlier on is a great summary of the situation from a fan perspective: -
"I wish for a new Half-Life game."
Half-Life fans have been clamouring for a sequel to HL2:EP2 for over a decade now only to be met by radio silence by Valve (who have doggedly refused to discuss EP3 MIA status even with the gaming press). Yet when they do decide to announce a further game, not only does it carry an additional price tag for engagement in terms of a peripheral, but it's not even a sequel to boot.
It's a situation akin to Geoge Lucas forgoing making RotJ as a follow up to ESB, but instead disappearing for ten years and then announcing TPM but requiring you to buy a 3D home theatre to see it. Great for those who have 3D Home Theatres already and are just interested in basking in 3D gloriousness, less so for those who just want to find out what happens next after Luke not only discovers that he's been jacking it to thoughts of his twin sister (awkward) but also ends up having his Dad chop off his wanking hand in the process (double bummer).
I get why Valve is doing what they are doing. From a production standpoint, it makes a lot of sense to build out from an existing IP versus go back to the drawing board, especially when first and foremost your focus is on making a must-play VR experience to capture public attention and move the needle of the VR Market forward and in the process encourage other development studios to take VR seriously as a viable development avenue.
It also makes sense from the perspective of the Half-Life franchise not to make a direct sequel to EP2 VR only at this juncture straight off the bat, because that definitely wouldn't go across well with either the Fans or the Gaming Press in terms of the requisite price tag for entry, for the conclusion of a story, already 2/3rds told. A prequel might seem like a reasonable compromise in that regard, but for those fans who've been patiently waiting for that conclusion, it feels a bit 'really? This is what were doing now?'
Don't get me wrong I'm excited as anyone to experience HLA in action and as I hope that the game leads to more developers/publishers investing in creating compelling richer VR experiences (full-body haptic feedback suits already damn it), but also think it's important to understand that Valves motivations here aren't about giving fans what they want, or even initial unit sales (this announcement will sell far more Rift S than Index units given the price disparity) it's first and foremost about building and cementing their stakehold in the VR space and Steam as a goto for market for VR in the long term, and at this juncture the Half-Life IP represents a convenient stepping stone towards advancing that ambition. Will Valve ever make an EP3 or HL3? No reason to assume not, but I think in large part it's going to depend on how successful they are in achieving their ambitions with regard to moving that needle. IIRC Valve has talked about having two other large VR projects in development and maybe one of them is EP3/HL3 but I'm of the view that these are probably new IPs as that would afford them the opportunity to take VR in different directions that might not fit with the HL frame.