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Evening Q&As | [Feb 20, 2007, 8:51 pm ET] - 1 Comment |
- id Software
The
Steven Nix
interview on GamesIndustry.biz is an article-format summary of a D.I.C.E.
Summit conversation with id Software's director of business development, who
has previously served as Ritual CEO, lead singer of Fleetwood Mac, and
Superman's pal Jimmy Olsen (okay, one out of three ain't bad). Steve drops an intriguing reference to "interesting
new things that we’re going to be pursuing that we’re not even close to
ready to talk about," and also offers his take on the current issues with
episodic gaming: "The problem with episodic is how do you make something
really compelling gameplay-wise or technology-wise in that short of a
window? I don’t know how you do it - it’s just really challenging. I think
at the end of the day, gamers care more about those things than story."
- Crysis
Crysis-Online's
Q&A with the Crysis Art Team is online (thanks
Shacknews) talking
with the art team on the coming shooter: "We use both dynamically breakable
objects and pre-broken objects. You can, for example, destroy the North
Korean watchtowers piece by piece if you like. It's possible to take it's
legs off and make it fall. Glass windows and wooden fences also break
dynamically. Other props can be broken and the resulting pieces are
physicalized [sic] realistically, but you can't break them piece by piece.
Things generally have real world buoyancy, so wooden objects, plastic
bottles and such float while metallic objects sink."
- Inhabited Island: Battlefield
RPG
Vault's Inhabited Island: Battlefield Q&A - Part 2 breaks from their RPG
leanings in continuing to discuss Wargaming.Net's upcoming strategy game
with Nick Katselapov: "The enemy AI is able to use all the same strategies
available to human players. An AI unit doesn't operate independently; it
acts as part of a specific group - so it's clear, a group can consist of a
single unit. The unit's goal is defined by the goal of the whole group,
while the targets of the unit are determined by its abilities -
transportation, entrenching, recon, retreat for repairing and reinforcing
damaged units, psycho-assault and so on."
- Auto Assault
The
Auto Assault Q&A on WarCry
talks with Chris Sherland and Andrew Wagner about NetDevil's automotive
MMORPG, starting off by asking if the game's relatively low number of
participants has them considering a change in business model: "NetDevil and
NCSoft are committed to Auto Assault. Both teams take a lot of pride in
keeping Auto Assault both fun to play, and relevant to the current market.
As with any product we are continually assessing the game itself as well as
its success in the market. There are currently no plans to change the
existing model on Auto Assault."
- Auran
The
Auran Q&A on GameSpot chats with Tony Hilliam about their deal with
Gamecock, and more: "We were introduced to the guys from Gamecock late last
year. We really liked what they were about, their whole concept of allowing
developers to maintain ownership of their IP, and just their whole attitude
toward promoting games. They're gamers themselves, they're a small
organisation, and so they had a lot of appeal to us because we were dealing
with the principals rather than someone down the food chain."
- The Divine
There's a
The
Divine Q&A on Killer Betties talking with David Rodriguez about this
upcoming space combat game: "We've stripped the controls to a bare minimum
to make The Divine as easy to play as possible. Move the mouse to rotate the
ship, left click for primary weapon, right click for secondary weapon, click
another button to move the ship, and click yet another button for turbo
boost. Is that so hard? We're still refining the physics of the game so
hopefully gamers will like the final product."
- Lord of the Rings Online
The
Lord of the Rings Online Q&A on MMORPG.COM is an article-format chat
with Jeff Anderson about the monsters in Turbine's upcoming MMORPG.
- Sam & Max Episode 4
The
Sam & Max Episode 4:
Abe Lincoln Must Die Q&A on 1Up talks with Dave Grossman about the next
installment in Telltale's episodic series: "We've wound up doing more work
than we initially planned for, but the overall level of madness is about
what I expected. It was clear going in that this was a slightly insane thing
to do, but so long as the insanity remains slight we're fine. I'm happy to
report that we remain on track for monthly releases for the rest of the
season, and we intend to keep making games this way for the foreseeable
future."
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