Updated:01:06 AM CEST Jun,06
(new)
66 lottery login
91 club
okwin
bdg game
55 club
(c) 1998-2026 Gameguru Mania
Privacy Policy statement
|
Quake Wars: Enemy Territory Q&A - interview|
| (hx) 08:42 PM CEST - Aug,25 2005 |
Gamedaily.com
has posted an interview with Splash Damage's Kevin Cloud and Paul "Locki"
Wedgwood talking about Enemy Territory: Quake
Wars, their upcoming Doom 3 engine powered sci-fi shooter. Here's a taster:
Paul Wedgwood: The map that's featured in the trailer is called
Canyon, and it's an arid deserty map. At the start of the game the EDF needs to
establish an outpost at the center of the map so they can bring forward all of
their forces and start laying a really decent attack against the Strogg. To
accomplish this they have to get a mobile command post, which is this drivable
vehicle, through to the center and deploy it and when it deploys it actually
does deploy. The radar sticks up and the pistons come down. But to get it there
they have to get over this bridge that's been destroyed by the Strogg, so they
need to construct and reinforce the bridge to get this mobile command post to
the center. What they might do is dispatch engineers to construct the bridge and
the rest of the team may drive and escort the mobile command post while fighting
the Strogg who would be placing defense posts along the route. And although each
map has bearing objectives like in Wolfenstein Enemy Territory there's always a
consistent method of progression, so it's always very clear what the team's next
objective is, exactly how they have to do it and where they have to go to fight.
This front line that you see is always on the border of your territory and the
enemy territory, and because you know where this front line is you don't have to
have all of these people running around trying to find someone to kill. You know
exactly where the combat is, but you don't get bored because that front line
shifts as you play through the map.
Kevin Cloud: That brings up a good point. The game design is built around
what we think is a sweet spot for player numbers at 24-32 in play at the same
time. Obviously, like any of these games, bigger servers can run big games, but
the game design isn't built around that. Because we have a centralized
objective, if we were to put more players into the battles things would devolve
into a street fight. Individual effort wouldn't pay off. People would just
become fodder, and we've seen this in other multiplayer games. Once you exceed a
certain number you're just getting gunfire from everywhere and you can't get
close enough to an objective to do something.
|
|
last 10 comments:
|
|