Wolfenstein Dev Diary Posted at IGN
9:19 AM | Sean Carton | Comment on this story
Oh, they're a wily bunch, those game designers. Architects of worlds that so many of us occupy for large portions of our lives, they're the gods behind the machines, the invisible hands controlling the tricks, traps, monsters, and stats that make or break a game.
If a game's too easy, we quickly lose interest: blowing stuff up is fun, but only if that stuff shoots back occasionally. If a game's too, hard those of us with semblances of real lives are often forced to give up (or worse, cheat) in order to reduce our frustration levels to normalcy. And who makes the decisions that herd games toward that fine line that divides blockbuster from mere bust? The game designer, that's who.
Often, though, we fans don't get to hear much from the designers. They operate behind the scenes, unsung heroes of the game world. Worse, even if we do find out who they are, we rarely find out what they were thinking when they put the pieces together. Why did they decide to set up character classes the way they did? Why can't you carry more than 5 weapons at a time? How come those dang guards seem to be able to suck up damage like deranged Sponge Bobs?
Yes, eternal questions. But if you're a fan of Return to Castle Wolfenstein and have been wondering what kind of thought has gone into designing the killer multiplayer experience that many of us have had a taste of through the initial test releases, there's some new info. IGN has gotten a peek into the development diary of Nerve's Brandon James, and he offers some tantalizing glimpses into the thought behind Wolfenstein's multiplayer action:
From the beginning, the goal was to use as many assets as possible from the already beautiful single-player portion of the game. So we went through the maps and decided on what we thought would be interesting locations to play in with a team. Not all the maps created for multiplayer made the final cut, but I wouldn't be surprised if some of the cut maps made their way into the public's hands at a future date.But that's just the tip of the iceberg; there's a lot more info in the diary about resource allocation, weaponry, and multiplayer gameplay. Check it out.
MGF: Wolfenstein MP Test 2 for Mac OS X
We also had to decide on which weapons to include that wouldn't upset the balance of multiplayer, so not all of the single-player weapons are included in the multiplayer component, though there are some weapons that have had their effects and behavior tweaked as well as new weapons that were created for specific classes as well as new abilities.
IMG News: Wolf MP Test 2 Released for OS X
IGN: Brandon James's Dev Diary
Buy Return to Castle Wolfenstein
Recent Mac Games News
Thursday, November 8, 2001
Wednesday, November 7, 2001
Tuesday, November 6, 2001
Monday, November 5, 2001
Friday, November 2, 2001
Search for other Mac games news stories or browse our Mac Games News Archive.