GS: So Is playing Commander any fun?
RW: Yes. It is a lot of fun. We actually have a backup plan for that, so we're not too concerned about that. What we're looking at is, our view is that the Commander really is an RTS (Realtime Strategy) player, which is why we're tentatively calling TF2 a First-Person Strategy now. There's some kinky buzzwords for you. We really are designing the Commander to be something an RTS player, can move into very easily. The interface is identical to an RTS's, you can get in there. Everything they're used to works, like being able to hot-key groups of players, drag and select, and shift to do multiple commands, all that sort of stuff works, and we really hope to entice RTS players into trying this sort of game <snip>
GS: Can we please have the game by 2005?
RW: Ah. You'll absolutely have it way before then. We've been working on a lot of stuff this year, not just TF2.
What is holding further development of TF2 is that Valve are currently building a new engine to drive TF2, and have been doing so for a number of months. As far as Robin Walker is concerned, this new engine will allow them to do things with TF2 they otherwise couldn't have. It will also make it more scalable across a wider range of system specifications, both capable of delivering superior graphics on high end systems, whilst also making it possible to play on low end computers. It's not another re-tooling of the Quake engine - it's a completely new beast. <snip>
I guess all those TeamFortress2 screenshots are now obsolete. What do they call this new engine? Hm... well I'd put my money on the name ValveTech. :) (6:20 update, how quickly we forget. Check out this news Maarten ran on May 18th.)
The armor in TF2 is based on stopping power and how much you have. The thicker the armor the more you'll stop certain weapons. There are 3 types of armor light medium and heavy. For example a ranger's sub machine gun can penetrate light armor fairly easily so it only absorbs 10%-20%,
<snip>
I can however confirm that these screenshots are from TeamFortress2. I imagine a lot has changed since those shots though.
Our goal isn't to create a realistic game. Our goal is to build the best on-line gaming platform, and that this is based on delivering an entertaining and approachable social experience. Realism is a tool, not a goal. There will be lots of ways that high skill players will be able to do things that lesser players can't. That's part of the fun.
No one at Valve is working on the Dreamcast version of Half-Life. That's being handled by Gearbox and Captivation. However the E3 booth is going to focus on the Dreamcast version of Half-Life in support of the marketing activities that Sega and Havas are going to be doing for the launch of that product.
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