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id Software's Kevin Cloud Talks Quake Wars, id Tech 5

Apr 17, 2008 7:00pm CST
Shack: Was there any consideration given to tailoring the game to console audiences and working in more traditional gametypes, like straight CTF, for example? What was the reasoning behind the deliberate choice towards objective-based gameplay?

Kevin Cloud: A couple of things. In terms of the development, the consoles have been in development for about two years. Nerve did work on the PC development as well, with Splash Damage as the primary developer. Nerve worked on several of the maps and worked out some of the bot scripting, model work and things like that. As far as the decision-makings on what the game would be like and how it would play on all the platforms, those decisions were made back then when we were doing simultaneous development.

As far as the decision on different game modes, my thinking on that is what people want when they're going online is to find a lot of different people playing the games that they want to play. And so the more different variations you create in these game modes, the less likely it is that the people on the same game are going to find a game mode in common. Also, when you look at Enemy Territory, each of the objectives begin to play like different game modes.

If you play Island, the last objective plays like Capture the Flag. For a King of the Hill style mode, a hack objective plays very much that way, where a covert ops player has to go and control a territory for a certain period of time. The MCP is sort of like an escort mission. We accommodated that through the structure of these different objectives. It was about not wanting to create these big branches of game modes that make it less likely to find a game that you want to play, but also because those modes are integrated into the different objectives.

Shack: Are there any plans for downloadable content packs for Quake Wars?

Kevin Cloud: Like on the PC, Splash Damage is still providing updates to the game--they're actually going to release a patch with support for the tournament community. As far as the plans for consoles, it really depends, to be honest, on the success on the console. I have a lot of hopes for the success of it--I hope it's well reviewed.

I think the console audience is starting to play more and more multiplayer games, and get used to this kind of gameplay. Players tend to migrate a little bit sooner than PC players to different games... If we get a following there, then definitely, I'd like to support it. But in terms of any definitive plans that Activision has agreed to, it's sort of a wait-and-see.

Shack: Can you give us an update on id Tech 5's development?

Kevin Cloud: Things are moving along great. We're currently preparing it for licensors to take a look at it, and it's in a good position. The SDKs have to be put together obviously can't just put together the code and have them figure it out. There's work done on that level.

I don't want to step outside of my range and discuss things that some people are better suited to answer, but right now with the type of technology solution we've developed for id Tech 5--for one thing, it's a great cross-platform solution because texture streaming solutions just allows you to create one set of content.

You don't even have to worry about how it's going to look on PS3 or 360. Right now we've got it running cross-platform running 60 hertz, and it looks really good. In terms of what artists are available to achieve--it's something you have to see for yourself. I can say this but you still won't get it until you see it.

Because of the universal texturing everything in the world can be uniquely textured, and it's a look you just can't get in any other game. Once you see it you go "shit, I have not seen that anywhere else." We're really proud of what we've put together there.

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Game Information

Enemy Territory: Quake Wars

Platforms

PS3 X360
Release Date:
May 27, 2008
Genre:
Action
Developer:
Nerve Software
Publisher:
Activision

Screenshots

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