I stumbled upon this great
Gamasutra interview with Valve writers Marc Laidlaw & Eric Wolpaw. It's really insightful stuff about how Valve goes about their creative process.
Gamasutra said:
But we were still fishing around, thinking that this would be announcements coming over the facility's speakers, and there was still going to be something else, like the villain, or somebody to interact with. It quickly became apparent that people were reacting to this voice. It may be a trivial realization, but it was a big realization for us. "Whoa, this voice is just the facility that's angry at you and will confront you at the end."
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