Enemy Territory: Quake Wars Q&A
6:00 AM | Cord Kruse | Comment on this story
Computer and Video Games has posted the first part of an interview with Splash Damage's Paul Wedgwood about the eagerly awaited Enemy Territory: Quake Wars for PC. Topics covered in the interview include map complexity, options available to modders, and the reasons for the game's long development.
Quake Wars is an online multi-player, team-based shooter which will travel back in time to the Strogg invasion of Earth, the catalyst for the Quake series. The forces of Earth will face off against the evil Strogg in a violent struggle for survival.
The obvious question is why has it taken so long to get Quake Wars out the door?Follow the link below to read the rest.
Computer and Video Games: ET:QW Interview
Paul Wedgwood: The first thing to bare in mind is that it is a brand new title so it's not based on another game and it doesn't share assets from Quake 4. Although it does have some of the Doom 3 backend rendering stuff the entire engine is completely new.
We had a year of research and development where we decided what was going to be the technical direction for the game. We knew that we wanted to build a pure multiplayer combat game from scratch. Ordinarily when you make a multiplayer combat game there are some compromises made because you take a single-player game, start cutting back on the physics, graphics and everything else to make it work across a network.
With Enemy Territory: Quake Wars the goal from the very beginning was to build everything so that it would work across a network. So knowing that everything was going to be networked meant that we can have so much more stuff going on; we can have crazy physics, lots of advanced projectiles, just a hell of a lot more happening.
If we built every map so that it was desert and the physics system wasn't too advanced and all you had to do was capture flags then probably it would be a two year game. But with Enemy Territory: Quake Wars every asset in the game has been built from scratch and that includes the terrain rendering, the megatextures, the networking and so on - so that's really a huge challenge.
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