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 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.

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