Harvey "Witchboy" Smith, toevallig werkzaam bij ION Storm, heeft een review van Half-Life (van collega Valve) het net op geknikkerd.
Best wel diepgaand, hier wat over user feedback in het spel:
Feedback informs the player as to the results of his actions. This is one of the simplest, most fundamentally critical elements of computer gaming. Yet few games handle it as well as Half-life. Sound effect cues, voice lines and a simple graphical interface help tremendously here, but one of the more sublte ways in which the game provides the user with simple feedback is through behavioral consistency. The individual elements that make up the game are predictable. The player can learn what a particular monster, terrain feature or weapon is capable of doing; the behaviors of these things stay the same.
Some people-developers and gamers alike-are often tempted to think "predictability equals boredom" in games. Nothing could be further from the truth. Think about Tetris-the player, if given time, can always figure out how a particular piece will fit into the blocks below; there are no amorphous shapes or wild, random block behavior. Similarly, one of Half-life's most brilliant features is the consistency of the behavior exhibited by (almost) all the game's elements. This allows the player to a) easily learn how to deal with these elements and b) to work out cool combinations of interaction. The things that prevent this predictability from being boring are numerous-the combined interactions of the elements, the fun of dealing with them and learning to master them, the slight variations created by the player's input and other 'randomizing' simulation elements. Plus, there are lots of these simple, predictable elements, not just a few. The key is that the game as a whole is not predictable-just the individual pieces.