Evening Q&As [Jun 19, 2007, 9:20 pm ET] – Post a Comment
Enemy Territory: QUAKE Wars The
Enemy Territory: QUAKE Wars Q&A on Game Chronicles converses with Paul
Wedgwood of Splash Damage about the upcoming multiplayer shooter: "Right
from the start, Kevin Cloud of id Software and I shared a vision for how we
were going to improve on the popular teamplay of Wolf ET. It’s taken a lot
of time and effort and trial and error; a great example was our attempt to
implement ‘base versus base’ combat – and that was a disaster :) The idea
was that, somewhat like a traditional real-time-strategy game, each team’s
goal would be the destruction of the enemy base. The problem with this
implementation is that everyone wants to get involved in the destruction,
and so both teams end up running past each other and attacking completely
undefended bases! :). Our refocus on objective-based combat, and that of
having the unique plot for each level, driving the reason that one team was
attacking, and another defending, really paid off. Ultimately we’ve got what
we originally aimed for. The teams at Splash Damage and id Software have put
in an extraordinary effort to achieve this, with major advances in graphics
rendering, physics and networking along the way, all to support this notion
of greater player immersion. "
Red 5 WarCry
Network's Red 5 Studios Q&A talks with Mark Kern about what's up at this
start-up that includes some former Blizzard developers: "We actually tend to
avoid MMO experience. World of Warcraft did not have a fleet of experienced
MMO developers, in fact, almost all of us were brand new to the genre. And I
think that helped. MMOs had been steeped in a tradition of do's and don'ts
that didn't sit well with what we wanted to do. It's hard to imagine now,
but grinding, long leveling times and steep death penalties were considered
essential to MMO design. If you want to innovate, you need fresh thought,
and that's what we accomplish by recruiting people from other, related
industries."
Tabula Rasa The
Tabula Rasa Q&A on WarCry
very briefly discusses Destination Games' upcoming clean slate MMORPG with
April Burba: "Throughout human history in spite of the presence of a common
enemy, humans still fight amongst themselves. Humans still love, they still
lust, they still fear. Our humanness does not disappear in war, rather it is
amplified. The world (in-game and out) is not black and white. There are
ethical shades of grey that can make you wonder which side is really good or
evil. Where there is doubt, there is conflict."
Colony Studios The
Mike Wallis Q&A on Multiplayer
Online Games Directory talks with the head colonist of Colony Studios,
who continues to assault Bill Roper's record for Q&As on a game that cannot
be discussed, though he does offer this bit of general info: "Our game
features character interaction as well as space flight and space combat. Of
course our game will have ships of varying sizes from fighters to corvettes
to cap ships and massive carriers. Our game will also feature a variety of
alien types, but probably not so much time travel. We are trying to infuse
our game with at least plausible content based on hard science with enough
wiggle room to make the game fun to play."
No Horizons RPG
Vault's No Horizons Q&A - Part 1 chats up ICNH Games about their MMOTBS
game set within a Dyson sphere: "Firstly it's a turn-based MMO, which is a
little different from the flood of MMORPG games available. and we're looking
at attracting strategy gamers and people who want to play MMO games but
can't commit the hours required to be successful in the current ones. No
Horizons doesn't reward players who play for extended periods in one
sitting. We feel that gives them an unfair advantage against other players
who may lead busy lives and only can commit a few hours a day. Obviously,
we'll be tailoring servers towards specific demographics to give as many
people as we can the best possible gaming experience. But No Horizons and
ICNH Games promote healthy gameplay."
Mike Wilson Mike
Wilson Talks 'Cocky' Marketing on GameDaily is a Q&A with the cock of
the walk at GameCock media: "What we had learned from the past with E3 is
that you have to look out for yourself. We learned this from our time at
Gathering. Even before [the ESA] made formal announcements we booked our own
date, which is good because they didn't invite us. So once things went down,
we 'scrambled the bombers' for all the uninvited. We've had some experience
with people who have done these alt shows, so that will benefit us. Because
of the way that E3 is structured this time, it's all spread out, but we're
at the Hotel California right in the middle of it. All our developers will
be on hand to demo all of their works-in-progress, so you get it straight
from the horse's mouth. We'll have announced 9 games by then."