| Absolutely this. In half-life you were exposed to a world and left to figure out what was going on from that. You were rarely directly told to do anything. For the first hour or two you were implored to, "Get to the surface" because it was your and your fellow scientists hope of being rescued. When you run into the marines you aren't told they're bad, they just start trying to kill you and you figure out that you're not getting a rescue. World-building wise it was leaps ahead of anything that came before it and the in-game (rather than FMV) dialogue was fantastic and immersive. It didn't have "level screens", the level transitions were natural rather than forced with loading screen hints and title cards. While that's all completely standard now, the other competitor titles at the time were games like Quake 2 and half-life's predecessors were games like Duke Nukem 3D and Quake, which while both ground-breaking in their own way weren't a touch on the visceral world of half-life. The only other FPS games that came close to lore was rainbow six, but that was the "set pieces" style of choosing levels and going through rehearsed action rather than what felt like an emergent world in half-life. While replaying half-life now it feels far more linear and scripted, that's because we have nearly 15 years of gameplay improvements built on top of where it lay the foundations. For players at the time, going from games like quake to half-life it really did feel like it was genre defining. |