Getting a Half-Life

By Mark Frauenfelder Science fiction writer Marc Laidlaw has finally gotten a life, or at least half of one. Now you too can get a Half-Life when his first computer game is released in April. As Laidlaw tells it, the title "is going to do the stuff I always wanted games to do." Half-Life’s finely […]

By Mark Frauenfelder

Science fiction writer Marc Laidlaw has finally gotten a life, or at least half of one. Now you too can get a Half-Life when his first computer game is released in April. As Laidlaw tells it, the title "is going to do the stuff I always wanted games to do."

Half-Life's finely rendered monsters may be brutish, but they're not dumb: AI developed by Valve, a Seattle game company, equips them with pack behavior, threat assessment, and - unlike most gorefest goons - a disinclination toward suicide attacks.

For Laidlaw, creating an adventure set in a demilitarized missile base invaded by extradimensional aliens sure beats toiling as a legal secretary, a job he had for 10 years before landing at Valve. For gamers, entering a world written by a master storyteller makes it that much more fun to blow away the bad guys.

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