Quantcast

Enemy Territory: Quake Wars


Enemy Territory: Quake Wars interview Part 1

Mr. Splash Damage talks Strogg

Words: Andy Robinson, CVG UK

Tucked in between a supermarket lies Splash Damage, the up and coming developer behind the brilliant id Battlefield-beater Enemy Territory: Quake Wars.

And tucked in between the kitchen and rigged-up testing room lies lead designer and founder Paul Wedgwood, whom we sat down with to find out more about the upcoming Stroggified shooter.

The obvious question is why has it taken so long to get Quake Wars out the door?

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.

When Splash Damage finished Wolfenstein: Enemy Territory we only had between six and ten staff - we were a very small company having been a mod team originally. Wolfenstein: Enemy Territory was our first commercial game project and so we weren't like a 40 man company that was ready to build a AAA title straight away, it took some time to get that together.


 
Related Games
The Top 7… Tasteful game heroines
PSP Feature
Nov 9, 2009
TalkRadar 76 - Actually game related!
360 Feature
Nov 7, 2009
50 iPhone games you need to play
PC Feature
Nov 6, 2009
100 A buttons
Wii Feature
Nov 6, 2009
Characters we wish we knew LESS about
Wii Feature
Nov 5, 2009
Aion Holiday Ascension Pack Unveiled N4G
PC News from N4G
Nov 10, 2009
Impulse Top 10 Weekly Sales Chart, November 1-7 N4G
PC News from N4G
Nov 10, 2009
Left 4 Dead Update Adds Team Versus Matchmaking N4G
PC News from N4G
Nov 10, 2009
NFS Shift shifts 2.5 million N4G
PC News from N4G
Nov 10, 2009
Tropico 3 Update Released N4G
PC News from N4G
Nov 10, 2009