![]() ![]() Like with the Trojan six-wheeled APC we discovered it needed four-wheel drive because the design meant it wouldn't be able to turn otherwise. Well there were two things we discovered with the Walker because of our fairly realistic physics system which approximates articulated suspension, propulsion and steering and isn't just a rigid box moving over a smooth landscape. Then just discussing every item and ensuring it has a counter and that it's not overpowered, then ensuring the counter is balanced and not overpowered, then ensuring the counter to that is balanced in this kind of rock-paper-scissors fashion. Literally just thousands and thousands of hours of playtesting with our production and development teams at Splash Damage, the QA team at Activision and Id Software's playtesting team as well. So we took a kind of heuristic approach that basically involved lots and lots of arguing and tons and tons of playtesting. In Quake Wars there's no simple way of balancing, say, a Strogg flyer drone with a GDF camera, or the Strogg spawn ability with the GDF's ability to call in supply drops. So in that sense the teams on Wolfenstein were just reskinned versions of one another with different audio quotes. We'd just take a weapon and multiply how many rounds it fired in a minute by the damage each bullet caused, then make sure two opposing guns just came up with the same number. In Wolfenstein Enemy Territory we used a formula called Damage Over Time. Called in by grenade, the Violator is the Strogg's answer to an airstrike and a thing of beauty. Now we've got the GDF with their conventional military weapons and the Strogg with their advanced alien technology. So what we wanted to do was situate that in the Quake universe and give it a more futuristic setting, allowing us to have these asymmetrical teams. We knew the focus on objective oriented combat and the option of playing a character class that suited your preferred playing style were really popular ideas. Really the first goal is to evolve the gameplay of Wolfenstein Enemy Territory. Anyway, so with me and him as co-owners of Splash Damage it's kind of like having a couple of 15 year-olds in the office going 'Wouldn't it be cool if you could do this? Wouldn't it be cool if you could do that?!' And again, leftover notes from Wolfenstein have contributed. That's one of the reasons I use the title lead game designer not creative director because I kind of see him as my boss. Kevin Cloud is co-owner of Id Software and executive producer of the project and creative director. When we started Enemy Territory: Quake Wars the initial impetus was a similar thing. And that kind of spawned the high concept for Wolfenstein: Enemy Territory. Well, when we started on Wolfenstein: Enemy Territory we had this whole bunch of ideas that were left over from Return to Castle Wolfenstein when Id Software worked with Nerve Software. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |