id's Tim Willits Talks Doom 3
11:04 AM | Tuncer Deniz | Comment on this story
PlanetQuake has posted an interview with id Software's Tim Willits, the lead designer of Doom 3 while at QuakeCon. The interview covers various aspects of the upcoming first-person shooter including the physics engine, level design, and more.
Here's a clip from the interview:
PQ: We've heard there's no railgun. Did you leave it out specifically to keep a more "Doom-like" experience?To check out the entire interview, head over to PlanetQuake.
TW: Well, it's actually not necessarily Doom-like, but we felt that the game is more about being in the dark with guys jumping out at you. There aren't any of these huge areas where guys are a million miles away, because that isn't very scary. So for gameplay reasons we decided "no railgun."
PQ: That brings up another question. How do you plan on keeping the fear fresh? Obviously, you can't have the player scared for 20 solid hours, but...
TW: Well there are certain things you do that are very "game-y," to appeal to the gameplayers, and then there are also suspense areas where we have long areas of the game simply building up to something. So it's not simply "every room's going to have a monster in it, and the next room's going to have a monster," but we'll get that balanced and tweaked. We have scenes that play out that have action sequences, and scenes that are gross-out sequences, so hopefully we'll have enough variation with that. Scary movies aren't scary the whole time, but they do have some cool moments.
PlanetQuake: The QuakeCon interview with Tim Willits
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