Q&A: Paul Wedgwood on Quake Wars

Splash Damage's creative director talks about his forthcoming game, its longevity, and its recently announced 360 and PS3 ports.

Even before it was named as the Best Shooter of E3 2006 by GameSpot, Enemy Territory: Quake Wars had a high profile on PC gamers' radars. When it didn't come out last year, it became--by default--one of the most hotly anticipated PC titles of 2007. That changed recently, when Activision announced it was being ported to the PlayStation 3 and 360.

Quake Wars is a dedicated online, multiplayer tactical shooter in which teams can play as either the alien Strogg or the humans who are defending their planet. As outlined in GameSpot's previous coverage, it promises unusually rich depth for a first-person shooter, with a selection of different character classes for each race. Those include such skills as medic or engineer, each of which are needed to undertake unique tasks such as reviving fallen comrades or building bridges, respectively.

Paul "Locki" Wedgwood is the owner and creative director of London-based developer Splash Damage, which is developing Quake Wars for the PC. (The 360 and PS3 versions are being developed by Nerve Software and Z-Axis, respectively.) The shop was founded in 2001, when Wedgwood teamed up with Texas-based id Software and Activision for Return to Wolfenstein: Enemy Territory. Originally conceived as a full-on expansion to id's shooter Return to Wolfenstein, the project was canceled in 2003. However, the multiplayer portion of the game was complete, and it was released as a free download.

GameSpot sat down with Wedgwood to discuss the new game.

GameSpot UK: The game's been a long time coming. What was the reason for the delay?

Paul "Loki" Wedgwood: We started on this project in the summer of 2003. [T]he concept...went back and forth between myself and Kevin Cloud, who's the co-owner of id Software. He was [also] the executive producer of Wolfenstein: Enemy Territory with us, and he's the executive producer on this project as well.

We started with a fairly small team, about six people working on the game for the first year or so, really just, you know, in the research and development phase, so we went through a lot of different technology revisions while we fleshed out the game design. After about nine months we'd been working on different aspects of technology but they'd been fairly unsuccessful. Essentially what we were doing is we were taking the Doom 3 engine, which is a linear, first-person, single-player, indoor shooter and creating an outdoor-terrain-rendering multiplayer game with vehicle physics. As a team we were very familiar with id technology but what we really needed to do was something completely new. So after about nine months we went back to id Software and said, "You know, these are the challenges we're facing, what do you suggest?"

And it took John Carmack about nine seconds to say, "Well, what I think you should do is have a huge texture that covers the entire landscape, that's untiled and unbroken right to the horizon. This can be as big as you like. And then just render absolutely everything to the horizon." I thought, "Well that's easy, why didn't we think of that?" But obviously this took some technology to do, so it started off with John sending us some pseudo-code to deal with loading the megatexture, and then eventually he wrote the basis of the megatexture technology that's now implemented in the game. We spent about another year then developing tools, and the pipeline so that it would be perfect. And then [we] went into full production about a year and a half ago, two years ago on the actual game. Now the game itself has 12 maps, but each of those maps, in terms of construction, takes about four times as much manpower as a single Wolfenstein: Enemy Territory map did on our previous map. So the effort to produce those 12 maps is really more like 48 maps, which for a multiplayer combat game is quite a challenge.

Traditionally with multiplayer combat games they're all in a forest, or in a jungle, or in a desert, and all the maps that come with the game, they're in one location. We're using distinctly unique locations for each of the maps that exist. They also have a unique plot which drives the objectives. The terrain differs because we have some maps featuring large water bodies like lakes or rivers or coastlines; others will be kind of flat, smooth desert. Another might be a mountainous area in a temperate region, and so the complexities of that as a kind of an added layer on top of having unique gameplay around each of the objectives just makes them very difficult to balance and very difficult to get right.

Ken and I have talked about this quite a lot. I think if we wanted to we could have put the game out in 2006 and had every map be quite similar. But the problem was it wouldn't have given you that unique gameplay experience at the level of the objective, not just the map itself, but every objective feeling like it's a really different, interesting take on the way that you play. And that was something that we really wanted to achieve.

GSUK: How did the development process work between id Software and Splash Damage when you're based in London and they're in Texas?

PW: We work with id Software as our executive producer and Activision as our publisher. And it was exactly the same team that worked together on Wolfenstein: Enemy Territory for just over a year prior to taking on Enemy Territory: Quake Wars. We also helped out id Software with some multiplayer maps for Return to Castle Wolfenstein Game of the Year Edition, and for Doom 3 multiplayer, so we had quite a lot of experience working with id right back as far as our mod-making days. It's a really close relationship; more than just getting additional direction, they dedicate their own resources to the project as well.

GSUK: How did you find them, being in the US and you being in the UK?

PW: Well, it involves a lot of travel! In 2005, on my last flight in December, I realised I'd flown 29 times. In 2006 alone I think I'd been to Los Angeles six times and Dallas four times. Id Software visit us really regularly as well; generally every couple of months they come over for a week and then they play-test with us. And of course there are play-tests every day between id Software, Splash Damage, and Activision because we play the game across the Internet, and that helps us all kind of gel and get everything done. I think, you know, as a company, we're fairly inexperienced, and so where there have been kind of missteps or problems, they've probably been of our doing. But in almost every case where that's happened--id Software have been able to step in and kind of mentor us on making the right decisions and going in the right direction afterward.

GSUK: Through the development process, were there things that you really wanted to include that you found in the end just didn't work?

PW: I think that the game we have now is really close to the original vision that we had. How you would have described the game is exactly how it plays and how it is now. Obviously because of the way that we work with id, and the way we worked with them on Wolfensteain: Enemy Territory as well, there's always been a "preparedness" on our side to cut things that just aren't any fun. And so, there are probably a dozen other maps that have been in production over the years that we may have invested at times six months of effort into, but if we know that they're not going to be fun, then we'll just cut them.

Id Software really aren't concerned with just putting out a game because it has 50 maps, for example, and with Wolfensteain: Enemy Territory it was exactly the same--we had four maps, including one complete-scale replica of Colditz, and you know, we did all of the art and everything for that, and in the end we just cut it completely because it wasn't much fun, it just wasn't as good as we thought it would be. And it's been the same way with this, so there have been vehicles, and maps, and weapons, and tools and items that we tried out that weren't fun and so we got rid of them. But the fundamental gameplay, what we started out wanting to achieve, is exactly what we have at this point in time.

GSUK: You say that you've added many features that will make the game interesting long-term to players who are playing it for more than 6 to 12 months. Can you tell me a bit about that?

PW: There's a general philosophy that Kevin and I have that you don't "nerf" a game's gameplay to make it more accessible to players. You improve the user interface to make it more accessible to new players, and once you make the decision on how you're going to approach the game's design, you're less concerned about putting in lots of depth and complexity, because you're going to find an interface solution that makes the game more accessible.

And if you don't do it that way then the game won't have any longevity--it just becomes a sandbox, you run around and blow stuff up, you kind of get out your tank and play with it, and you end up playing and playing with it, and then your truck, and then when you've played with everything, you're kind of bored.

By having this layer of specific character class skills and abilities, and the deployables that they can use in the field and character advancement that gives them rewards for playing specialist combat roles, you add longevity to the game without making it particularly complex for the new player jumping in. So the new player jumping in still finds the game accessible, because the user interface has solved many of those problems, but then when they've been playing for a month they start to discover the classes that they really enjoy playing, and the things that they enjoy doing. And they'll find automatically that they start to make use of things like the player awards that they get as a result of their advancement, or tricks that they can pull off in vehicles, or ways to approach an objective tactically as an individual or strategically as a member of their team.

GSUK: Would you say that you've tried to give the game more depth than other same-genre games?

PW: Yes. I think in this genre that there isn't anything that offers the same kind of depth of gameplay as Enemy Territory: Quake Wars. Actually, I don't think, I know that to be the case because of what Activision let us get away with! When we started out it was kind of like being a 15-year-old saying, "Wouldn't it be cool if we could do this? And wouldn't it be cool if we could do that? And wouldn't it be cool if we could do this?" And nobody stopped us because Kevin and I are both respective owners of our own companies. And then once we'd got all of that together, initially I guess, Activision would have reviewed it and would have been like, "What?" But Wolfenstein: Enemy Territory won six "game of the year" awards at the end of 2003, and it got nominated for a BAFTA, and Battlefield: 1942 had been successful as a retail release.

And so, as a new developer, we were in this unique situation working with id on what the scope was going to be and determining the schedule, and then telling Activision what we were going to do, which isn't the way that you work ordinarily with a publisher--it normally works the other way round! But because id Software put out such strong titles, and Activision have had a really long working relationship with them, they know that they aren't going to let us do something really stupid...

GSUK: You say you make no apologies for the game being solely multiplayer. Can you tell us the reasoning behind this?

PW: If you look at games like World of Warcraft, you don't expect when you buy World of Warcraft to play an offline single-player game and then go online and play. With Enemy Territory: Quake Wars it's exactly the same.

Enemy Territory: Quake Wars is a pure multiplayer combat game, and all of our effort has been put into making that the best experience that we can do. Now if we'd diverted some of our resources to create a single-player mode for the game, the game wouldn't be as good a multiplayer combat game as it is now.

GSUK: A while back you said you were still deciding if one side would be able to control the other's vehicles. Are you able to do that in the final version?

PW: No. It ended up being too confusing to be attacked by your own team's vehicle, and it didn't really add anything to the game, so we cut out the vehicle jacking.

GSUK: How about cheating online? How are you going to deal with that?

PW: Well, I think there are three aspects to cheating that are troublesome. First, you have general exploits, which are players who manipulate things to farm experience points and get ahead in the game faster. They exploit the XP system to constantly perform actions and therefore get XP faster than you do normally, for example, meeting up with a medic, damaging yourself, and letting them heal you over and over and over would allow you to gain XP faster, so we have an antiexploit system that is going to go into the game that solves that aspect of it.

The second aspect is griefing. Griefing is where a player joins the team, and purposely just tries to disrupt the game for everybody else, by blocking objectives, stealing vehicles, and driving them away from the base, shooting his own teammates, enough so that they're damaged but not enough so they die and it's seen as team killing. We have an antigriefing system that's being developed and it's based on an exploit list that our production testers here maintain. So, because we've got these eight really hardcore production testers in our office, they purposely try to exploit and grief each other continuously, and it's through those arguments that we're able to identify the areas that we need to lock down and fix for the main game.

The third thing is people using third-party applications like WallHacks, AimBox, or DLL wrappers that allow them to see more of the game than they should. And we use Punkbuster for that, which is the third-party anticheat system.

It's an anticheating system that's a bit like a virus checker. It actually scans the game to make sure that it's pure. And I mean, you can make the choice about whether or not you want to use that system; you can play on servers that aren't Punkbuster protected. But if you subscribe to the notion that you want to play on a level playing field where nobody's using third-party applications, then you just have to enable Punkbuster and you can have that experience.

GSUK: Some people have been moaning that 12 maps just isn't enough. What would you say to them?

PW: They're wrong. Wolfenstein: Enemy Territory had six maps; rather than putting out 12, we cut six of them that weren't much fun, and the six that we kept were really, really good fun. Wolfenstein: Enemy Territory is still the third most popular multiplayer online combat game in the world three and a half years after its release, and we've only ever patched it once or twice, and never released any additional content for it at all. Enemy Territory: Quake Wars has 12 maps, each of which is about four times as deep and complex as a single Wolfenstein: Enemy Territory map. In Wolfenstein: Enemy Territory you would be going for one bridge, or you would be going for one outpost and that would be the basis for the gameplay. In Enemy Territory: Quake Wars, you'll play for perhaps 30 minutes, and then in taking the bridge and escorting the MCP through the tunnel and then securing the outpost, hacking the shield generator, shooting the strategic strike missile at the shield generator, then infiltrating the final building and destroying the final objective, that whole sequence of gameplay and the tactical and strategic possibilities are considerably more deep and complicated then Wolfenstein: Enemy Territory. So the amount of fun that people have and the longevity of the maps would be considerably greater even than in Wolfenstein: Enemy Territory.

GSUK: What's your personal opinion on the game now being announced as coming to the Xbox 360 and the PS3?

PW: I'm excited about it. The reason is because at Splash Damage we started playing with a 360 wired controller several months ago, and I noticed an increased level of control over the vehicles, because of the analog control scheme, which meant that I could accelerate or drive at the speed that I wanted to, I could turn at the exact angle I wanted to, I could just have a better, more fluid level of control over vehicles than is possible [with] a keyboard and a mouse. But the missing part of the equation for console players who play first-person shooters is--and I've been to a couple of tournaments where Halo 2 pro players play--is that even the very best professional players probably wouldn't do too well against even an average player on the keyboard and mouse when it came to first-person combat. But, there is some research going on to improve the control schematics so that some of those gaps are removed.

I think given that lots of people play shooters on consoles anyway, and they're quite happy with the control schemes, if we're able to improve that further, that's an added benefit...[because] it would just be a shame for all of those console players to not get a chance to play because they don't have a PC.

GSUK: Is there going to be interplay between the systems?

PW: Not as far as I'm aware, but that's really a question for id Software.

GSUK: Downloadable content?

PW: Again, ask id Software. I think at the moment everyone's just focused on whether the game's going to run really well on all three platforms and [if] it's going to be as fun as it can be.

If your question is, is there anything new for the 360, well, the entire game is new to the 360, and everything about the game is new to the 360! A game like this has never, ever, ever existed on a console before. So there isn't this feeling like we have to put in two extra maps because it's a console game.

GSUK: Thanks for your time.

PW: Thanks for the awards!

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87 comments
Pedro7_2000
Pedro7_2000

Agree with 8NP4iN...this title looks great, but it's got huge competition. (don't forget HL2 TF) Timing this release will be key. Hopefully it will be good enough to warrant a purchase among all the other AAA titles.

8NP4iN
8NP4iN

i just hope this doenst get lost in the crowd...ut2007, halo 3, crysis, cause clearly it deserves the number one spot in the PC multiplayer FPS crowd...

8NP4iN
8NP4iN

man i have so much respect for carmack...this mega texture tech made this game look so much better, and it took him 9 seconds, the other guys couldnt do it 9 months... and i love the way theyr testing and developing this game...this is gonna be freaking awesome...

wsammut
wsammut

djtim_3000 ermmm... the top xbox360 players who "aim" well can never compete even with an average pc gamer who has good hardware and is a great fan.

djtim_3000
djtim_3000

""I'm excited about it. The reason is because at Splash Damage we started playing with a 360 wired controller several months ago, and I noticed an increased level of control over the vehicles, because of the analog control scheme, which meant that I could accelerate or drive at the speed that I wanted to, I could turn at the exact angle I wanted to, I could just have a better, more fluid level of control over vehicles than is possible [with] a keyboard and a mouse." OMG. Somewhere in the world, an arrogant PC-Loving/Anti-Console Jerk just had a heart attack. I can't wait for this game." You would have to be one hell of a talented console gamer to steer your vehicle and aim (accurately!) at the same time, even thinking about it does my head in. And while I think that the top FPS players on a console would be up there (almost) with the top PC FPS players, the average consoler would get annihilated by the average FPS PC gamer (or RTS PC gamer for that matter).

Alcotamaysees
Alcotamaysees

Can you imagine flying 29 times in one year? Jesus!

Mis_Led_Madman
Mis_Led_Madman

I want this game so freakin bad. I should have pre-ordered it instead of getting TESO.

GunGriffin
GunGriffin

I have to say of all the versions of this game I might get. I would have to say the PC one is going to be the most fun. I mean the mods, fan made maps, and skins, as well as map editor alone will make the PC version the one to get for all gamers. Plus this game dose not require DX10, it only supports it. So DX9 users like me can still have fun with the game and enjoy high end graphics and not have to upgrade to Vista just to be able to play the game.

Holden1985
Holden1985

Maybe he knows little about it The PlayStation 3 edition is being ported by Z-Axis, which developed last year's critically drubbed X-Men: The Official Game

Holden1985
Holden1985

When your average pc shooter has splitscreen multiplayer, I'll agree. Until then I'll be having a blast playing Timesplitters and Halo with my brother Why would you want that oh i can see where you are im gonna kill you how would you ever make a sneaky kill the fun ones. I admit split screen is a lot of fun though from the goldeneye days.

PackersRock
PackersRock

kicken711 - "Shooters are best on pc the mose provides for much more accurate shooting no one can deny that." When your average pc shooter has splitscreen multiplayer, I'll agree. Until then I'll be having a blast playing Timesplitters and Halo with my brother.

PackersRock
PackersRock

Am I the only one who finds it strange that not once did Paul Wedgwood mention the ps3 version? If you want to see what I mean, look at the last answer he gave.

PackersRock
PackersRock

"I'm excited about it. The reason is because at Splash Damage we started playing with a 360 wired controller several months ago, and I noticed an increased level of control over the vehicles, because of the analog control scheme, which meant that I could accelerate or drive at the speed that I wanted to, I could turn at the exact angle I wanted to, I could just have a better, more fluid level of control over vehicles than is possible [with] a keyboard and a mouse." OMG. Somewhere in the world, an arrogant PC-Loving/Anti-Console Jerk just had a heart attack. I can't wait for this game.

jstar
jstar

The problem with the internet is that is full of very sad very angry people. Grow up for gods sake. The PC is not perfect. The 360 is not perfect. This game looks great and it looks like lots of different people will get to play it. Well done devs. Good job, I can't wait to play it.

Holden1985
Holden1985

Not sure what all the bitterness is from PC gamers. The advantage to the consoles is that you don't have to constantly upgrade the console with the new games coming out every 6 months to a year. The game designers have a standard to follow, rather than just adhering to the latest & greatest $500+ videocard that was just released & forcing all the PC gamers to upgrade just to enjoy the latest game. Let's face it, it's kind of a waste of your time & money to have to buy PC hardware all the time. Who says you need the best hardware noone upgrades ever 6 months games play just fine on a hardware a few years old.And how are we forced to buy new hardware?? Do they make game saying this will run only on the latest $500 card.

RyanCardillo
RyanCardillo

......................can we plz get back to talking about this game ?......................

undead4110
undead4110

jknight5422 seriously cut the crap about upgradeing every 6 months im still playing games on my 5 year old pc most of them on max settings and guess what they dont lag i always get at least 30 fps on most games and yes the upgrade every 6 months myth was true back in the year 2000 but now you dont have to upgrade unless you want a top of the machine

Zironn1
Zironn1

About time we hear something being ported from pc to consoles and not getting shafted with these crappy console to pc games that are half ass done.

Bonius
Bonius

Now, what I would love to see is a keyboard mating a 360 or PS3 controller so that we could finally end this pointless discussion about who "OMGWTFkaPWNz! HUNTz00rz!" who. Yes, I'm a PC fanboy purely of the fact that I love the flexibility (sp?) with the system - I can do whatever I want whenever I want. Try doing some photoshop work on a console. Yep, didn't think so. However, consoles are doing what they are supposed to do: They are giving you a hell of a good time, for a rather cheap price as well. Sure they have their limitations and sure they aren't the bomb at everything. But it's the same with the PC. I can promise you all that soon enough we will see a merged PC/Console something coming out, with everything your heart desires. Just hope it's not running something MS created, I'd jump from a high building if I was to be forced to passwordprotect and encrypt all my text-files. Last line: Give the Mac some luv, would ya?

jknight5422
jknight5422

Not sure what all the bitterness is from PC gamers. The advantage to the consoles is that you don't have to constantly upgrade the console with the new games coming out every 6 months to a year. The game designers have a standard to follow, rather than just adhering to the latest & greatest $500+ videocard that was just released & forcing all the PC gamers to upgrade just to enjoy the latest game. Let's face it, it's kind of a waste of your time & money to have to buy PC hardware all the time.

The_Fell_One
The_Fell_One

can0of0cheese: Why would they patch it? They aren't making any money on it, so that's basically like working for free when they have another huge project they need to finish. Wolfenstein: Enemy Territory is free, and Splash Damage didn't get paid anything.

can0of0cheese
can0of0cheese

Wolfenstein: Enemy Territory is still the third most popular multiplayer online combat game in the world three and a half years after its release, and we've only ever patched it once or twice, and never released any additional content for it at all. He says that as if it's something to be proud about. It's kinda low not patching a successful game further. They could learn a bit or two from blizzard on this.

galore110
galore110

Id software came out with wolfenstein, doom and quake first! Everybody else is catching up to them! Make no mistake about that! When Unreal came out, it was nice graphics but the gameplay (physics,movement etc and online play ) was inferior to id`s games. They sacrificed the graphics for gameplay as everyone should`ve done! Id software are the originators, innovators and the masters of FPS! Remember its better to get one thing right on target than ten things almost right! Like they said in "Deer Hunter" : "One shot! Its about taking only one shot!"

ajcali08
ajcali08

"it would just be a shame for all of those console players to not get a chance to play because they don't have a PC". --pw well maybe your game would make those poor ppl get one. "there is some research going on to improve the control schematics so that some of those gaps are removed" yeah its call auto-target lol

snipercomplete
snipercomplete

KronikKilla: HOW DARE YOU!!!!! if a pc is GASP! outdated, then what is your console. mgiht as well be a rock with pictures if even pcs are outdated. pcs are never outdated. How do console gamers swap weapons? by prssing button after button to switch. how do we swap? we push 1-9. GASP! and, i personally like having the keyboard and mouse. why? we always have the same thing. on consoles, you constantly change controller buttons, shape, feel, so you have to get used to the new controllers.then, the MAJORITY of console gamers are either casual, nublets, or just plain terrible, to where MOST pc gamers are just the opposite. i dont care if i get flamed, i dont care if i get banned, i will speak. You console gamers got attention because nothing new was coming for pc. but now, new op. system and a new version of directx, WE will get quite a few glorius game. and dont pull "we got halo!", because, we got halo 1 and 2, and we all know that we will get halo 3 eventually, but do you have Crysis? nope. ours. why? DIRECTX10!!!!!!!!!!! THATS WHY!!!!!!!!!!

tehrealdoa
tehrealdoa

"GSUK: Is there going to be interplay between the systems?" Nothing like some PC gamers stomping the console gamers lol

TimoTheThug
TimoTheThug

Is this interview done by an Xbox 360 journalist or what ... where are the questions about the PS3?

Holden1985
Holden1985

Kronikkilla im pretty sure you could use a ps2 controller or most controllers that have been made on a pc they do have them you know.You make out like the 360 controllers is the first controller ever to be used for a pc. And most would use a steering wheel or controller for a racing game i mean what would a mouse be used for in a racing game?? Keyboard and mouse have alway been great for gaming and always will be as will controllers each is better for certain games.

KronikKilla
KronikKilla

If any of you actually participated in the Shadowrun beta, you would know that having a mouse and keyboard is a mute point. They have set up the aiming much like an RPG battle system, your bullets are not gaurenteed to hit the person you're shooting at 100% of the time. Different guns have different percentages, but its never going to be a headshot everytime, no matter what you're using to control the game. The only thing a keyboard and mouse is good for, is using Windows. It is a cumbersome, outdated game controller, like attempting to play FEAR with an NES controller. Thats why MS has smartened up and allowed the use of 360 controllers on the PC. Welcome to the 21st century, where you can hold your game controller in your hands *GASP*. PC's will always be inferior because they only excell in certain games, where as the consoles are built to offer many different games. Try playing a racing game with a mouse and keyboard, or how about a football game, or pretty much any game besides an FPS or RTS. Yea... not so great...

FrameX
FrameX

wow... pc fan boys came out on this one... way to show team spirit w.e guys, im a huge mouse keyboard fan, but to be honest, i could care less what system i play it on, as long as i get a good game the only benefit i see to playing this game on a pc is for the custom map creation that we all know will happen... but then again... thats the only reason i play alot of pc games... why do you think star wars jka is still up and running.... its because people make custom **** for that game all the time, but if you check up on the xbox version.... its **** canned its all about preference in the long run people... shut your fan boy **** up and enjoy whatever version you get

chrisdojo
chrisdojo

seems like ever since the first unreal tournament came out, quake has been trying to play catch-up.

it009x9281
it009x9281

I have to agree with trigun123. I feel alot better with a mouse and keyboard,i played an FPS on the PS2 yrs ago with red faction 2 and that was the last time cos i couldnt even get out of the compound!,I could never imagine playing my fav game battlefield 2142 with a joypad!!!!

trigun123
trigun123

the fact is that many people dont realize, console limitations hinder FPS for console gamers. PCs have higher memory and graphics limitations compaired to consoles, thats why anyone playing on console will suck compaired to playing on PC, unless they toned down PC power somehow in the game. keyboard and mouse is the way to go for gaming. Most FPS i play on consoles lag alot and dip in FPS, not the case if you have a good PC or just mess with the options....a good frame rate, ping and keyboard mouse will dominate anyone on a console, sorry guys... and as far as cheating goes, the way that valve has set up counterstrike and day of defeat against hackers is ingenious because they run all the server in house and if youre hacking, they ban you from the game, period. thats the only way to deal with hackers. i havent encountered one hacker on DOD and counterstrike source since ive been playing, and thats about 2 years....

own3r102
own3r102

To all of you saying that the hackers will still get in,let me hit you with some knowledge...In Wolfenstein:Enemy Territory,as of now,there is almost none,if not any,hacking going on.There may be,a couple hundred,maybe a thousand guys hacking,half of those are really doing damage to the other team.There are millions of people playing,I myself,and I play ET almost every other day,haven't encountered a hacker in about a year.And no,the PC will not be thrown out,if anything consoles will.Yes,the consoles dont have to be upgraded or anything,but they will never be able to match the power of a PC.A PC can be upgraded,changed,molded so that it is better,a console is one set rig that wont be changed until its next version comes out years later.So saying that a console beats a PC,that my friend,is some heavy bullsh*t.

fatzombiepigeon
fatzombiepigeon

Most FPS suck with a controller. Only a few actually work well, and as a long time FPS fan with both consoles and PC, PC is way better. The undeniable thing is MS will eventually make a KB/M set up for the Xbox 360. Playing FPS with Halo 2 after CS:S on PC, PC gamers would THRASH them if they played the same game together. The ability to control the speed of aiming by mouse movement is way better than the set speed a controller goes at, and even if you mess with the speed of turning, it's never the same. I love shooters on the 360, but I'm not going to sit here and tell myself a lie: 360 is better for teh shooters!

peeweeshift
peeweeshift

actually cs has existed on xbox before

Holden1985
Holden1985

Sad that people keep saying FPS games don't belong on consoles when they obviously do. More FPS games are developed for consoles each year than on the PC. FPS games sell more on consoles each year on the PC. Generally almost every single great game is developed for or side by side their PC counterpart. Seems to me PC's are on the out and consoles are in. Regardless of how much more control the Keyboard and Mouse supplies Console controllers work just fine and we manage to have just as much fun... or even more than those playing on their pc. So even if your computer is twice as powerful as any console out ... Mine is btw. I have a overclocked core 2 duo 3.2 ghz processor and 4 gigs of ram and 2 8800 GTX DX10 videocards and i still prefer consoles over PC. ill be glad when ShadowRun is finally released and we PC people can see that console users are just as good with the controllers as they are with their mouse and keyboard. If you prefer console why do you have such an expensive pc if there on there way out??? Your comments just don't add up your a pc hater with a very high end pc or your just a liar.

Flat_Line_____
Flat_Line_____

Having Punkbuster for anti-cheat is soo reasurring.... PFFT, Sorry to say but there is NO anti-cheat software out there that will keep the hackers out. Give this game a week after release and hackers will be running rampant. You want to play a game without having to worry about cheaters? PLAY ON A CONSOLE simple as that. It's sad that's what is has come to but every good PC game is ruined with people that can't just play the game the way it was intended. I was a PC gamer for years (still am but not as regular) FPS's were my Fav, but after years of having to worry about wether or not this person or that person was wallhacking, aimbotting, and ect it just sucks all the fun out of a game. So now I strictly use my PC for SP play and if I wanna have a good MP experience with people that I know are on not hacking the system I play on my 360. Sad that it has come to this cause I always liked using a KB/M compared to a controller for FPS's but I will take a controller and a level playing field over random douchebags using thier hacks anyday. At least on consoles when you get beatdown you don't have to secondguess if the other guy has true "skill" or his skill is "artificial".

mismajor99
mismajor99

josh b, FPS is still King on PC, I'm not sure what world your living in, but you obviously don't have a gaming PC. Come back when you have experienced both, as I and many other people have.

sgt-slaughter61
sgt-slaughter61

i have a 360 and ill probably buy shadow run and quake wars for the pc cuz i got a XPS with top notch stuff, so why would i want to buy it for the 360. Sure i loved all the 360 FPS and TPS but ive been a console gamer since the ps1 was out, i want to try something new.

josh_b
josh_b

Sad that people keep saying FPS games don't belong on consoles when they obviously do. More FPS games are developed for consoles each year than on the PC. FPS games sell more on consoles each year on the PC. Generally almost every single great game is developed for or side by side their PC counterpart. Seems to me PC's are on the out and consoles are in. Regardless of how much more control the Keyboard and Mouse supplies Console controllers work just fine and we manage to have just as much fun... or even more than those playing on their pc. So even if your computer is twice as powerful as any console out ... Mine is btw. I have a overclocked core 2 duo 3.2 ghz processor and 4 gigs of ram and 2 8800 GTX DX10 videocards and i still prefer consoles over PC. ill be glad when ShadowRun is finally released and we PC people can see that console users are just as good with the controllers as they are with their mouse and keyboard.

bl1ndz0r
bl1ndz0r

i would bet my car playing against the best pro halo2 player using an xbox controller vs me avg-good player using a kb-mouse :p Consoles suck for FPS it just sucks... Xbox360 and ps3 are CRAP compared to any good PC today lol look at the memory limitations consoles have... or the video cards lol they suck...

Psycold
Psycold

The PS3 is not a "mega PC", it will never have Dx10, and you can't upgrade the video card :p

gamerkid99
gamerkid99

wow, no one here understands that some FPS's are good on Consoles, some FPS's are even only for consoles! the PS3 is like a mega PC, it doesn't need a keyboard and mouse just to be one so people can like FPS's on consoles

TheoleDominion1
TheoleDominion1

If FPS and RTS games are ONLY meant for PC, tell me..why are millions of console gamers are actually having alot of fun playing them? I had a great time playing C&C3, LOTR, Halo and GRAW series. Granted different from their PC counterparts but still alot of fun. So what the hell are you talking about! And gaming is ALL about fun for the users, regardless of what platform they play on.

kicken711
kicken711

wow the true console vs pc fps test will happen when shadow run is released. shadow run will allow pc gammers and xbox gamers to duke it out in the same multiplayer game. Rofl i wouldnt want to be on the xbox side of the gun and i have an xbox 360. Shooters are best on pc the mose provides for much more accurate shooting no one can deny that.

Holden1985
Holden1985

Quake 4 was awful on the 360 it had a terrible framerate and the graphics sucked this game takes a lot more hardware power to run. Game engine has had some big upgrades. Pc version will always look better and play better 32 online for pc i believe but only 16 for consoles.

wargod53
wargod53

@Samulies What are you talking about? You wont need much more power than you need for Quake 4 - they are aiming for the same system requirements. The X360 and PS3 can easily run Quake 4. it will look like it does on a PC on high settings. Before I am called a fan boy - I dont own either of the next gen consoles, I own a PC.... But it is a true fact that the consoles will be able to run Quake wars well enough to make it klook like it does on a PC at high settings.

wytefang
wytefang

Now just get the darn game out. People are tired of waiting.

Samulies
Samulies

"Show me vids without frame rate problems on consoles and i'll buy it" It wont have frame rate problems, it will jsut look terrible. To really experiance this game to the max, you will need a nice PC.