Oh yeah and why not just go back in time to the Seven Hours War and fight it again and win this time, OBVIOUSLY
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One of these days I will make a videogame and then we'll see if I have any idea what I'm talking about
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The other thing about the Half-Life story is that although we never got all the answers, I never got the impression that there were none
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Compare with, let's say, Lost, which could not have been more blatantly improvised
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Half-Life always felt as if it hung together behind the scenes. There were questions, but very rarely inconsistencies
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It's weird but true that a viewer can tell this. Even without knowing all the answers, someone can get a sense for whether there are any
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Lesson: the purpose of your story may not be to gradually reveal every answer, but you've still gotta do the work and HAVE them
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It may be possible to get away without answers if you're producing something surreal and Lynchian (?) but that's a skill far removed from me
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People put the work in. They pick up on the small details and stitch them together into larger background discoveries (or don't)
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This is a good thing and it's ultra rewarding to find that piece of accurate, interesting background through simple research
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And ultra frustrating when nothing meshes back there
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So: thank you, Half-Life. You had a plot which pretty much made sense, at a time when first-person shooters were not required or expected to
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