PC.IGN
has conducted an interesting interview with Valve's Robin Walker, Charlie
Brown and Doug Lombardi talking about their upcoming team-based multiplayer
game, Team Fortress 2.
The topics include class changes, the console ports, estimated release date,
post release support, player limits and more. Here's a taster:
IGN: What influenced the changes you made to some of the classes?
Robin Walker: Let's start by talking about why do classes at all, because
everything follows from that. A class should be an experience in a bottle. An
engineer should be an experience, a soldier should be an experience, and those
things should be different, so there's no point of having two classes where the
experience of playing them is the same, or at least is negligible in terms of
the difference. When we think of different experiences we're thinking about
things like player decision making, when you're in some situation as a class,
the ones you make as that class should be different than if you were a different
class, and certainly the factors you care about should change and so on. So to
us classes are about bottling up various experiences. The reason various classes
changed are mostly because we were unhappy with the experience itself like in
the case of the scout, where we were fundamentally unhappy with it [in the
original Team Fortress Classic (TFC)], we thought it was substandard. It
basically involved you not having fun in combat and having to run away from
things all the time.
IGN: How far along in development are the maps right now [for the PC]?
What's left to do?
Charlie Brown: The flow of the maps are pretty much the way they will be
when we ship, mostly it's an art pass and there's a couple places where we're
still messing with some of it... with everything we've been playtesting for
three months and we're continuing to playtest and based on that feedback we kind
of make changes. But at this point we feel they'd be pretty incremental
especially on the stuff you'll be playing [referring to an upcoming play session
with IGN]. The other thing is we've brought forward three of the classic maps at
various levels. 2Fort is the one that's most faithful, it's the de_dust of the
CS world, it's just the one that everyone expects so the actual layout and flow
of that map is still really faithful to the original. Dust Bowl pretty much
flows kind of the same, there's some different pathing and we use a new control
point mechanism, which is prevalent throughout a bunch of our maps, instead of
the flag mechanism, but as far as the flow it's still pretty similar. Well is
pretty much Well in name alone, it's gone through a lot of change, you recognize
a few of the rooms and combat spaces but in general it's pretty different.
There's trains moving through the middle and again this rocket theme. There's
also a new map that addresses some of the problems that have been in our space
for a while, and it's one of our takes on solving that problem.