Evening Q&As

  • 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."