Enemy Territory: Quake Wars Q&A
by Chris Remo, Apr 27, 2006 10:00pm PDTWith E3 fast approaching, the guys at Splash Damage are in crunch mode to make sure Enemy Territory: Quake Wars is in top form when it's playable at the show. I managed to get a few questions off to studio owner and lead designer Paul "Locki" Wedgwood, who answered at much greater length than I had expected given how busy they must be. Locki brings plenty of the experience to the table for Quake Wars, having previously served as lead designer on the popular Q3F mod and then of course serving as lead designer on the surprisingly free Enemy Territory: Return to Castle Wolfenstein. Here's what he had to say about my Quake Wars queries:
Shack: Could you go into some detail about the workings of Carmack's "MegaTexture" technology used in the game? Paul Wedgwood: Sure! John Carmack at id Software devised the MegaTexture technology as a way to generate and exploit a single huge, unique, untiled texture to cover the entire landscape of a map. This represented the first of several significant advances for the Doom 3 engine; for example, the MegaTexture technology has a tool suite called MegaGen, which really helps our Level Designers generate the initial map layouts. MegaGen can automatically distribute materials such as grass, sand and rocks across the landscape, based on altitudes and the angles of incline. MegaGen makes moss grow up the steeper slopes and cling to rocks, grass grow in the flatter areas, and sand and snow gather appropriately in the crevices between rocks. Our Artists are then able to paint additional fine unique detail such as cracks in road surfaces, or they can texture modeled elements such as shell and plasma blast craters in the terrain. All of this is compiled into a five gigabyte source texture - hundreds of times larger than the average high-resolution desktop wallpaper. The really amazing thing about the MegaTexture technology is that only around ten megabytes of video memory and twenty megabytes of system memory are used to display it. What’s more, we ‘brute force render’ the terrain right to the horizon - there’s no artificial fogging hiding the view. Perhaps even more importantly than the visual benefits, we’re also able to derive gameplay-affecting properties from the texture itself rather than the underlying polygons. This feature accurately determines the implication of different surface types on gameplay. For example, appropriate footsteps are played on sand versus concrete, while driving off-road will result in gravel particles being kicked up when a vehicle loses traction and the appropriate sound effects being played. Even a vehicle’s traction itself is determined from this huge texture, giving a vehicle better road-handling on asphalt than on mud. Shack: What, if anything, has gone into adapting the DOOM 3 engine for such huge environments? It's definitely out of character with most of the games based on the technology. Paul Wedgwood: When we started working on the initial design with Kevin Cloud (Co-Owner of id Software), we knew that to evolve Wolfenstein: Enemy Territory’s game-play to the level we all wanted, we needed an engine that would support terrain rendering, multiplayer gaming and vehicle physics. It’s a great testament to id Software’s technology that Doom 3, which appears to be a single-player, indoor, first person shooter engine, could prove such a great foundation for this new genre.
The big technological advances then have been in terrain rendering, physics and networking. We’ve evangelized the features of the MegaTexture so much that people must think that ETQW’s networking and physics are its poor inbred cousins, but in fact these are both areas that have witnessed similar advances. For the networking, we devised a system with id Software called ‘Area of Relevance’, which works somewhat like ‘Level of Detail’ for graphics – it only sends the data you really need to know about. For example, up-close you’ll see the entire inventory of a team-mate, but at a mile away you don’t need to know which way his head is facing or how many grenades he has, so we don’t transmit this information to you. For the game’s physics, we’ve extended the implementation of ‘rigid bodies’ so that suspension, propulsion and friction are better simulated. This lets us have great off-road vehicles that can climb rocks, boats that have buoyancy and flying vehicles that react the way you’d expect to lift, drag, thrust and friction. It has a great affect on gameplay, because players controlling vehicles in ETQW find that they handle the way they’d expect – for example, as their skill improves they can start to perform trick jumps, giving them access to more routes across the battlefield. Shack: How does Enemy Territory: QUAKE Wars stand out from games in similar genres, such as the Battlefield series? Paul Wedgwood: Both id Software and Splash Damage are fans of Battlefield (and both companies are known for running Battlefield game servers for their staff and friends), but ETQW should be thought of as a different kind of game with different development and gameplay goals. ETQW is fundamentally built with the goal of creating gameplay where teamwork makes a significant difference in whether or not you complete objectives. The game is also unique in pitting asymmetrical forces against one another; It’s no longer just a choice between two similar but differently-named machine guns: the choice of whether to play Strogg or GDF is significant, the strategies are different, and the experience is different. ETQW’s builds on Wolf ET’s successful team play approach that has won millions of fans the world over, but is set a century after those World War II battles. It pits the Allied troops of the Global Defence Force against their most horrific threat yet - the Strogg invasion of Earth, set in the epic QUAKE universe - a conventional human military force taking on the marauding Strogg with their alien technology.
And while it’s true that ETQW can be played instantly - and there’s absolutely no reason not to jump right in, grab a weapon, drive a vehicle and have fun blowing up the enemy - ETQW’s game depth allows for previously unseen team play potential. The new ‘Solo Assignment System’ (due for completion after E3) ensures that regardless of whether you know which combat role you’re playing, what weapons you’re carrying, or what your team objectives are, you’ll know where to go, what to do when you get there, and what you reward will be for victory. This coordinated team-play system evolves as you use it and your character advances, to provide the infrastructure for a significant improvement in interface and communications for fire-teams. We are convinced that even someone new to the FPS MP genre will quickly move up from having independent shoot-and-run fun in a nice-looking online “sandbox” battlefield, to completing tactical missions as part of a crack combat unit, assaulting and securing combat objectives in pursuit of the strategic goals that mark the turning points in Earth’s war against the Strogg invaders.
Shack: Rather than true single player, Enemy Territory: QUAKE Wars apparently has some kind of mission mode that is played online. Could you explain this (or correct my incorrect information)? Paul Wedgwood: Enemy Territory is a multiplayer game, and the core of Enemy Territory gameplay (whether thatÂ’s Wolf ET or ETQW) is team-play. So, when youÂ’re relying on your team-mates to perform specific tasks or youÂ’re covertly observing the enemy and trying to learn their tactics, it is far more satisfying and rewarding when the other players are human. As gamers we love multiplayer games, and as developers of a multiplayer game, our goal is to have people playing with other people. When a person would rather play with a computer controlled bot than a live opponent, the design has failed as a multiplayer game. id and Splash Damage feel strongly that our development time is better spent on improving team-play and ensuring that players are able to easily understand their role on the team and within the campaign. WeÂ’re focusing every effort on making a game that is not only deep and rewarding for veteran players, but is also a game that new players can jump into, know where to go, what to do when they get there, and what their reward will be for success. Naturally, ETQW is not the first game to do this - World of Warcraft is the most notable recent game to be multiplayer-only, but featuring in-mission training that takes part while playing online. Shack: Are there any features (or modes, or whatever) in the game you're particularly proud of that gamers might not know about yet? Paul Wedgwood: There are three areas that weÂ’re most proud of:
First, moving to the QUAKE Universe, and in doing so, evolving the Axis versus Allies battles of Wolfenstein: Enemy Territory. As a prequel in the story-line to the Quake series of games, set around 2060, you could think of ETQW as Quake Zero – a retelling of the initial Strogg invasion of Earth. Each battle is unique, at a different geographical location, with different tactical objectives and strategic goals. For example, one map witnesses the GDF fighting to secure intelligence about Strogg Slipgate Technology (which eventually leads to the retaliation against Stroggos in Quake II’s plot). In ETQW, players pick a side; fighting either as the human Global Defence Force, with conventional weapons, or as the biomechanical Strogg alien invaders, with their more advanced technology. Secondly, we developed the game as multiplayer from the very start, rather than adding multiplayer to an existing single-player game. This meant that we weren’t taking a single-player game and cutting back on features (because we wanted to send them across a network), but instead focusing on what features could be added or improved for pure multiplayer. This is also true for the physics engine, which now allows us to simulate vehicle forces and traction much more realistically than has been possible across a network in the past. Thirdly, and probably most importantly, the game focuses on team-play. Two asymmetric teams (with differing weaponry, vehicles, deployables and combat roles), fight it out to secure specific tactical objectives in pursuit of a strategic goal – you’re not simply death-matching or stealing flags. Instead you take on a specific combat role and work with your team to construct a bridge, escort and deploy a Mobile Command Post at an outpost, steal data, or destroy a Strogg Shield so you can launch a full attack on their base. Shack: Thanks for your time! Quake Wars will be on display in playable form at E3, and Shack will be there to check it out and give in-depth impressions. The game is expected to ship later in 2006.
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Comments
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we for making us aware of two new IRC channels that have been set up, one purely for Enemy Territory Quake Wars discussion and the other is a place to meet up and arrange matches. The discussion channel can be found at #et:qw and the warfind channel can be found on #etqw.wars - both are on IRC quakenet. The Admins here will be frequenting the channels and we hope to see you all there at some point.
we for making us aware of two new IRC channels that have been set up, one purely for Enemy Territory Quake Wars discussion and the other is a place to meet up and arrange matches. The discussion channel can be found at bold#et:qw/bold and the warfind channel can be found on bold#etqw.wars /bold - both are on IRC quakenet. The Admins here will be frequenting the channels and we hope to see you all there at some point.
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Cheez-its really are the best snack food available today.
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http://www.sonic.net/~rfm/omgz/
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Bring on Battlefield 2142!
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I mean hell, w/ the megatexture stuff they keep going on about draw distances and not needing fog like BF. But look at all the shots, there's fog in every single one of them that shows any amount of space at all...
I guess maybe I just want more than is possible. 32 players is a bit small you know. 64 is fine, but what would be really great is if you had a huge 128 player battle that covered a very large ingame space. Like planetside or something, but without the suck. Vehicles are fun and all, but really how will they be any better than what we've had since BF1942?
I'd like to see larger scale battles. I'd like to see actual consequences to the team's performance for that battle in terms of the overall campaign. I'd like to see nice big craters when dropping bombs. I'd like to see more urban environments. You're telling me that the greatest battles for earth are all going to take place in the middle of nowhere?
Maybe I haven't kept up w/ the game enough to be adaquately? There wasn't really anything in this interview to get me excited. Please, educate me as to why I should be more excited about this than I am, cause I'm just not feeling it.
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The new ‘Solo Assignment System’ (due for completion after E3) ensures that regardless of whether you know which combat role you’re playing, what weapons you’re carrying, or what your team objectives are, you’ll know where to go, what to do when you get there, and what you reward will be for victory.
Could set it apart from other games like this, if the player knows what he has to do the team play gets stronger.
Lets hope it works.
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will not be bale to play this game as it will look like a slide show in elemetary school waiting for the beep to tell you to flip the slide.
ANd after reading the Megatexture thing, made it even worse consideing id's history at poor memory management.
I am sad.
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I expect full E3 vids/coverage of this game. It is probably one of the most important titles eagerly waiting to be released to shackers.
Quake + ET = WIN!!!
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I had a small dejavu with that multiplayer/"design failed"/wow-is-multiplayer reply though. And I still think the comparison doesn't make sense, considering WoW is also coop or "singleplayer" in the aspect that you can have some fun for yourself doing raids and fighting those monsters at lower levels and such.
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signed.
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Eager. Anxious.
Dare I say.... HOT and WET
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Paul: Why, yes! I can totaly answer this question! we're proud of three things:
1) it's set in the Quake Universe
2) It's multiplayer
3) it's a team-based game!
That's all new information to me! wow! thanks for completely avoiding the question! I really hate it when PR ppl do this shit. :(
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ugh, I know it's PR....but please stop sounding like a robot. Just use the word "wii" or something. :-P
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1. That megatexture explanation made my pants tight
2. Witnessing a Strogg invasion sounds like some bees knees shit
3. It might actually run well!
4. ???
5. My god, those pictures are spoogetastic
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After Quake2... nothing has excited me from id... I have always said
that id and Carmack needs to focus on a team FPS, if done right it would be bigger than Battlefield.
Speaking of Battlefield, if they can provide the immersiveness of Battlefield1942/Battlefield 2 but in their own wicked cool Quake world... I will be SO on it...
Oh... and that craptacular Battlefield 2142 of a mod EA is designing... you might as well rank that up there right with Battlefield Vietnam... which was the Windows ME of the Battlefield series (or for you old schoolers 2142 looks like the Dos 5.0 of the Battlefield series)
So anyway... come on Quake Wars! I want to see land sea and air action... jetpacks, gore, blood, teamplay and big open worlds full of immersion!
Hey Paul Wedgewood... I will give you a hummer if you include singleplayer / coop for LANs! I might even hire you some hookas!
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Looks like its more small scale than bf2 which could be a good thing. Bf2 oft degenrates into who can drive a apc as fast as possible to a cap point then move to next point.
I'm rather curious about the point about not transmitting info on which way their head is facing and how many grenades they're carrying. Isn't is possible, in some cases, to be able to see this person in the distance though? Or is this for people you can't see at all in the distance? I guess I don't get it. Am I going to see a bland model out there in the distance or whatever? Surely in some cases you would be able to tell which way the guy is facing, maybe not detail like how many grenades they have, but....
well I don't know..
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But that has nothing to do with this though this game I'm looking forward to more than any other.