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Saturday Q&As | [May 14, 2005, 1:55 pm ET] - 2 Comments |
- Quake 4
The
Quake 4 Q&A on GameSpot discusses the upcoming shooter sequel with
Raven's Eric Biessman and Jim Hughes and id
Software's lead designer Tim Willits: "You're not a squad commander
in Quake 4. You're a guy who is taking orders, not barking orders. But we
wanted to make communication with your squadmates straightforward and
intuitive. Basically, you'll have missions where you may have to escort or
protect a VIP, meet up with your squadmates [after losing them], and so on.
Different squadmates, like the tech marine and the medic, will give you
armor and healing. What we really wanted to do in Quake 4 was to make your
squad, which is Rhino Squad, consist of unique personalities. So, you're not
just in a squad with a bunch of redshirts, you're actually part of a squad.
You have these familiar guys that you'll see and interact with throughout
the whole game. It really adds depth to the story and context for what
you're doing and why you're doing it."
- F.E.A.R.
The
F.E.A.R. Q&A on IGN
offers up a gameplay trailer from Monolith's upcoming shooter (plausible
birthday required) along with a discussion of the project with Craig 'Chris'
Hubbard: "We're concentrating on creating a nice, creepy sense of atmosphere
with occasional, subtle events and even rarer in-your-face moments. A big
concern is not wanting players to get numb to the scarier elements, which
requires a lot of discretion. The challenge in a first person game is that
you can't dictate where players will be looking at any given moment without
taking control away from them, so you have to resign yourself to the fact
that some percentage of your audience will miss some percentage of the
events you lay out. For example, we've had players walk backwards into an
area and not see something they were supposed to. The process really
requires a lot of playtesting and bulletproofing."
- Dragonshard
RPG
Vault's Dragonshard Q&A, Part 2 continues to converse with Liquid
Entertainment's Jasen Torres about their upcoming D&D RTS game: "Research
will not play a major role in Dragonshard, as characters in Dungeons &
Dragons get more powerful mainly from experience and items earned from
adventuring. Thus, we put a lot into gaining experience and items by
exploring the underworld and (to a lesser extent) fighting your enemy. I
really think that is where the dungeon experience comes together - its not
some arbitrary thing inserted to make it seem like a D&D dungeon. The
underworld is an ancient place just waiting to be adventured; there are
traps, treasure, items, quests, NPCs, lore, monsters and secret ways to get
to parts of the map you could not get to before. And two of the main
resources, gold and experience, are found in the highest quantities in the
underworld."
- Irth Online
MMORPG.COM's
Irth Online Q&A #2 chats further with the folks at Magic Hat Software
about their upcoming fantasy MMORPG: "It is true that the playable potential
is enormous and we hope that one day we can use every square inch of it. The
initial playable area is 192km x 192km. We don’t think that’s too big to
start with. It is also true that the initial playable landmass is but a
small fraction of the actual Irth size. We have very creative and
industrious world builders. Although there are many vast areas, they are not
without interest, intrigue, danger, adventure and discovery. We have
listened and responded to many players as they have expressed their needs.
Solo players often enjoy large areas of interest away from the beaten path.
We have it, and it’s filled with content and surprise."
- Pirates of the Burning Sea
The
Pirates of the Burning Sea Q&A on GameRifts talks with Thomas
"Grogbeard" Sitch of Flying Labs Software about their upcoming seafaring
MMORPG: "We're really eager to let you step into those archetypes from
Captain Blood to Treasure Island to Master and Commander. It's a big part of
the avatar system and a big part of the story arcs that form the mission
system. We have a story progression that defines each individual character,
and it will unfold a little different for every player. However, the
strength of an MMO is shared experience where players generate content for
each other, so there is a definite post-max game."
- Rat Hunter
Gameplay
Monthly's Rat Hunter Q&A discusses the upcoming shooter with Secret
Sign, developer of the upcoming first-person shooter: "The player can
manipulate many objects just as in real life, and we're really proud of that
feature. You can pick up and move small items, such as books, tables,
chairs, boxes etc., making them part of the action. For example, you can
barricade yourself (or your enemy) in a narrow corridor, which will greatly
improve your chances of survival. Or, you can pile up several gas-cylinders
and detonate them when someone passes them by."
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