The fantastic origins of your favorite games

Militarized Team Fortress, BioShock with Nazis and Banjo starring a boy

Words: Shane Patterson on February 12, 2009

We are all guilty of taking game development for granted. Yes, even you, the guy who plays Call of Duty 4 and wonders why co-op wasn’t implemented. As most of us know, development is less magical and more rigorous – terrible deadlines, limited resources and limited manpower – all factor in to creating what we play for the holiday season. All that’s left is for us to complain about glitches in our chainsaw duels for multiplayer matches, because the devs were too busy making sure sound worked correctly in campaign mode in time for release.

A few months ago we chronicled the bizarre beginnings of some of our favorite games. We had a great time researching the many failed starts and heard positive feedback for an update. Now we bring you even more origins of our favorite games.


Without hyperbole, Half-Life is one of the best PC FPSes of all-time, which helped put Valve Software on the map. Not only did Half-Life set a new standard in merging storytelling with game design with its incredible opening, but also catapulted new ways of thinking about multiplayer with numerous open-source mods – one of which eventually becoming Counter-Strike.


Above: An early screen from the unreleased Half-Life


Half-Life was set for release during the holiday season of 1997, up against Quake II. Two things are interesting about that: for one, Valve licensed the Quake engine from id Software in order to make Half-Life, and two, HL was supposed to be the biggest game that year. Sierra Studios was banking on the E3 winner for Game of Show by a self-funded developer to blast Quake II out of the water. And it didn’t see release. Let’s back up for a moment.


Above: Time is never kind to scrapped games

As told in the fascinating GameSpot article, The Final Hours of Half-Life, Gabe Newell and Mike Harrington left their positions at Microsoft with millions of dollars and instead of investing in something sound like a restaurant, they started a game company. Recruiting talented designers and modders from college and different companies, Valve acquired id’s Quake engine, got a publishing deal with Sierra Studios and set about making a damn good game. Not only was Valve bucking the trend by making story a focus – something the press and fans latched on to – but it also wanted to develop a game that wasn’t just a Quake mission pack. The inspiration? Stephen King’s novella The Mist, about a military/science experiment that opens a portal to another world.


Above: Graphics look a tad better in the final version

At first, Valve wanted to rush a game out the door immediately, a good strategy from an upstart (they need to make money, remember?), but after a great tech demonstration at E3, Half-Life suddenly became the game. Unfortunately, it just wasn’t up to snuff. All of the astounding AI built from the ground-up? Gone. Creative level design? Gutted. A second dev team quietly stopped work on a second game in order to focus on Half-Life. Had Newell had smaller pockets, the studio would’ve shut for good, but Valve trudged on.


Above: That’s more like it. A screen from the final version

Essentially, Valve spent a year learning how to make a game and the following year making a much better one. Release dates slipped from Spring, to Summer to Thanksgiving as the final work and bug testing piled up. Once it was all done, Valve could finally sleep and look forward to its next big project – Team Fortress 2…


Powered by the Source engine, yet modified to appear as if Norman Rockwell and Pixar created art for the game, TF2 is an award-winning multiplayer game for the most serious and hardcore PC gamers. Sorry 360 and PS3 fans, you may have access to the game through The Orange Box, but PC users know the real depth of one of the best multiplayer experiences in the modern gaming age.


Above: One of the most highly-anticipated shooters of all time


Originally announced at E3 1999, TF2 has gone through a number of bumps, dev shifts and delays that many wondered if the game would actually see release. That fear was quashed once TF2 surfaced at an EA Gamers’ Day in the summer of 2006 with a trailer that radically changed everyone’s expectations. So what the hell happened during that time period?


Above: Excitement!

After Team Fortress Classic – a remake of the popular Quake mod - was released for free to Half-Life owners, TF2 was thought to have been released in 2000. However, the game had no locked-down release date. In fact, according to a Game Informer interview with Robin Walker – co-creater of the original Team Fortress and current designer at Valve – he admits to having a fully playable version of the older military-themed TF2 working on Quake II, before he was brought on board to Valve. When TF2 was originally shown back at E3 1999, it was modeled as more of a first-person strategy game… or rather one aspect of the game was.


Above: The military just vomited a few polygons

Walker explains, “We were building things that were known as TF2 internally. We ended up building probably three to four different games. We didn’t like many of them.” One version of TF2 had one commander giving orders; however the total experience wasn’t that fun if you played as one of the grunts. Essentially, after a lot of play testing Valve took the parts that worked from these versions and combined them for the final build.


Above: A far cry from the earlier versions

Why did that military theme get dropped? According to Walker, it just wasn’t that fun. “The real world isn’t about interesting decisions – it’s about killing people real efficiently.” Nothing stylish about that.  After the delay in 2000, Valve was quiet on the TF front until July 2006 with the new trailer. Besides the new graphical style – which was only in effect for the final 18 months of development – other changes to the game include tweaks to the different classes and making sure height came into play, rather than fighting on traditional flat levels.

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Platforms:

Xbox 360, PS3, PS2, Wii, PC, PSP, DS, Xbox, GameCube

32 Comments
Order Comments: Newest First | Oldest First
  • waffledragon33

    waffledragon33  - 1 year, 4 months ago  - Report

    i never would a thought
  • gmilf71

    gmilf71  - 3 years ago  - Report

    yes, it's true there was another bioshock before. it was called, like, systemshock or something along the lines of that. big daddy in wheel chair?!?! WTF?!
  • uvebeenpwned

    uvebeenpwned  - 3 years ago  - Report

    the guitar hero actually looked pretty good
  • WayByWind

    WayByWind  - 3 years ago  - Report

    its Cleveland
  • Bov11

    Bov11  - 3 years ago  - Report

    love the last line about Twilight Princess.
  • Elbo444

    Elbo444  - 3 years ago  - Report

    Bioshock in an underground WWII genetics facility would have been awesome, and in my opinion probably quite a bit scarier, i didnt think Bioshock was scary at all
  • GoldenMe

    GoldenMe  - 3 years ago  - Report

    You know what? I'm not going to talk about Zelda in 3-D. Can't make me.........*sigh*

    "Nintendo wanted to create a 3D version of Zelda for the N64 and indeed they did."

    WTF LIEZ!!!!

    reCAPTCHA: SMITH sixteed
  • Spike_the_Dogg

    Spike_the_Dogg  - 3 years ago  - Report

    Some how I always knew there would be a 3-D Zelda.LOL
  • Yellowhat17

    Yellowhat17  - 3 years ago  - Report

    I thought the early splicer concept art looked a lot scarier... But I also spotted a Big Daddy in a wheel chair, and a gopher child harvesting ADAM from a dead body.
  • Red

    Red  - 3 years ago  - Report

    Well that explains why Bioshock had shitastic alternate endings.
  • CH3BURASHKA

    CH3BURASHKA  - 3 years ago  - Report

    Shane Patterpon!!!

    reCaptcha: children Sells (what the fuck?)
  • iKOemos

    iKOemos  - 3 years ago  - Report

    I'm so glad TF2 came out the way it did.
    Great Article.
  • somthing42

    somthing42  - 3 years ago  - Report

    >Nintendo wanted to make a 3D Zelda for the N64 and indeed they did

    What a surprise

    Recaptcha: stanley manley
  • marcusfenix22

    marcusfenix22  - 3 years ago  - Report

    the little sister in bioshock would have been a squirrel? wow, that would have been hysterical! great article!keep up the good work!
  • oryandymackie

    oryandymackie  - 3 years ago  - Report

    BioShock's first plans looked quite good, chuck them in with the splicers we know today and it would've been a lot scarier
  • MeesesGlokmah

    MeesesGlokmah  - 3 years ago  - Report

    Banjo as a boy would have been weird. Good thing they were more creative.
  • THORSTEINTHESTAFFSTRUCK

    THORSTEINTHESTAFFSTRUCK  - 2 years, 11 months ago  - Report

    "…the idea for The Sims came from when Will Wright lost his house and possessions in the Oakland fires of 1991."

    Does he not think that most in their 30's today that played with a C64 actually had a game EXACTLY like the current sims?

    I remember that it was a house with a guy living in it. You could play cards with him, tell him to feed the dog, he would watch tv, sleep, eat dinner, use the toilet, all just like the current sims.

    It was called Little Computer People: by Activision
  • SmokeyPerrito123

    SmokeyPerrito123  - 3 years ago  - Report

    there was another BIOSHOCK b4 the so called original
  • Sly_Fox

    Sly_Fox  - 3 years ago  - Report

    blurg indeed
  • noobeater

    noobeater  - 3 years ago  - Report

    i never knew about the banjo kazooie interesting article...i love the bear bird combo that it came to me...its great how it just 'works'

    best game ever
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