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Team Fortress 2 Interview - interview|
| (hx) 11:29 PM CEST - Mar,28 2007 |
The guys over at
GameInformer have had a chance to sit down with a few Valve staffers and
talk about their upcoming team-based multiplayer game, Team Fortress. Here's a
taster:
GI: Why did you change up the fundamental Team Fortress gameplay of
capture the flag with a majority of the maps?
Walker: One of the main reasons why we've gone to control points with
much of the maps is control points are about defending and attacking points, and
TF's gameplay, all of the classes fit into some part of a defensive or offensive
role. It solved a core problem with Well and CTF where if the flags are at each
end of the map the only bit that's really important are those areas. So if
you're a defender, Engineers don't build sentry guns in the middle of Well or
three quarters into Well, they build them at the end because people will walk
around your sentry gun and steal the flag. So we were looking at half of this
map that was hardly being used and if you're an offensive class you want to
avoid combat in the middle of the map to be at full strength when you reach the
enemy base. Our game should be about getting into combat and having fun, so we
don't want to create a situation where people are trying not to get into combat,
or they're trying to avoid combat.
So, with the capture points, if you're an Engineer, in the flag maps you build
sentry guns at the flags, you never move them, that's where they are. You might
move them if they get blown up. With control points there's only the front
control point that's in danger, enemies can't take control points behind you, so
Engineers end up, you'll build around the control points, and as you capture
control points you move your sentry guns up. Take another one, move the sentry
guns up. Move your teleporters and so on. For the defensive classes going to
control points meant they saw a lot more of the map. Defending the middle for
example as an engineer is significantly different than defending the end, so
Well as a defensive class has a lot more variety in its play with control points
instead of flags. So that's some of the theory in why we went with that.
Brown: I still think having the control point scheme, and having the
flags at the bottom is a real easy way to tell the player where the front line
is too. So as far as when you spawn and when you get into combat and where you
can expect to interact with other people will be pretty obvious from the get-go.
Walker: Yes, if you join a CTF map, if both your flags are home you have
no real understanding what the state of the game is. Maybe you should be
defending because all of the enemy is outside your base, they've pushed your
team all the way back, or maybe it's vice versa. Whereas if you jump into Well,
you can see, well we own four of the capture points and they own one, we know
we've pushed all the way back to their final capture point already. It's a great
way of exposing game state to you in this very clear way. It tells you as a
player who's jumping in, here's where to go. Oh, I'm an engineer, I'm going to
defend the furthest point we own. I'm on offense - I want to attack the first
enemy point.
GI: So, we could still see something like Murderball, Push, Team Sniper, etc.
Walker: Yeah, I think with all those we're going to play test and
evaluate them all. Our focus, perhaps this is a reflection of our learning
process, early on with TF2 and TFC I don't think we knew what was good and what
wasn't so good. We had a shotgun approach. Let's just do a bunch of stuff. Some
of those worked out and some of them didn't. So our goal here is to lead with
our best foot first, and start experimenting a little later.
GI: What about people who are going multicore? Are you supporting that as
well?
Brown: Yeah. We've already moved a couple of systems over, and definitely
the performance in general increases, but what we can do with the particle
systems and stuff like that will also increase. So the systems that we've
already got in place are the particle systems that are multi-cored, and you saw
what we can do with that on those machines is much greater. Animation-wise, not
that we're doing a lot different at the moment, that system has been offloaded,
so just as a general performance thing, it performs.
Walker: That's actually the most expensive thing we're doing in our
character set. These characters are more expensive bone wise and animation wise
than we've ever done before. Just getting the characters, the characters have so
much stylization and personality in their models that we wanted to come through
in their character animations as well. It took a lot of work, and as a result,
performance wise they're more expensive than we've ever done before, character
wise. It's definitely more expensive than DoD [ed: Day of Defeat] and so on.
Brown: It comes out a lot in the high end.
Walker: Yeah, if you've got a multicore machine, it helps a lot. As I
say, the quadcore systems that we have here, their frame rates are just insane.
It's like 300 FPS at 2500 by 1900 or something like that. Those cores are just
chewing up the animation systems and particles. All of our core technology
systems, the engine itself is shared between TF2, Portal and Episode 2 and so
on, so all the work that's being done there is being shared across all of those
products.
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