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On the Spot: George Broussard
3D Realms President
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n the midst of losing four key designers from the Prey project -
3D Realms' encore title to its huge hit, Duke Nukem 3D - head honcho George
Broussard talks about people, places, and things that go bump
on the screen. Also jumping in with a few words of wisdom is
William Scarboro, Prey's lead designer.
GameSpot: Did the personnel movement catch you off guard?
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GEORGE BROUSSARD 3D Realms President
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George Broussard: We're not going to comment much
on this except to say, that yes, we were caught by
surprise, but we don't expect a big delay in
Prey's development.
GameSpot: Was there a particular event that
triggered the moves? Were they in any way related
to each other?
George Broussard: As to events that led to people
leaving, you will have to ask them. I hear they
are doing a Quake level pack for their first
project.
GameSpot: What do you think about these new
companies sprouting up around the concept of
licensing Quake technology?
George Broussard: I think it's a great idea for
some companies that are either unable, or
unwilling to invest the time it takes to create
their own engines. This option gives them a head
start. We've licensed our build engine seen in
Duke Nukem 3D several times and have a few more
licenses coming. We see engine licensing as a
viable revenue stream in the future and have
shaped our business around it. There will always
be lots of people in line to license a great 3-D
gaming engine.
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"3-D gaming is simply the coolest way to play a game these days."
GEORGE BROUSSARD
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GameSpot: Is Quake as good as graphic engines need
to get?
George Broussard: The Quake engine is the best one
out there right now, but it certainly can be
expanded upon a great deal.
GameSpot: What are the key differences between it
and the Prey engine?
George Broussard: As far as gameplay goes, I think
Prey will go considerably farther than Quake did,
a lot like Duke 3D did to Doom. This isn't to say
anything bad about Quake, but we want Prey to have
a very dynamic environment with lots of
interaction.
GameSpot: Such as?
George Broussard: We envision things like hopping
into a shuttle craft and flying around a ship in
space knocking out turrets, then landing in a
hangar and continuing your adventure on foot. This
is all pretty easy to do with the engine and
unlike Duke 3D, the shuttle won't just slide back
and forth across the level. You will literally be
flying as in Decent, going anywhere you want to.
This in addition to creating real world settings
and objects to interact with will set Prey apart
from others. Not to mention the very, very dark
Sci-Fi theme complete with blood and guts and
super high-tech weaponry.
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WILLIAM SCARBORO Prey 3-D Engine Programmer
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William Scarboro: The Prey engine doesn't use a
BSP tree for its hidden surface removal, so Prey
levels won't be static. You can have everything
moving everywhere. The Prey engine is a room-based
portal engine, which means the level editor
designs each level one room at a time and then
defines the portals through which you can see out
of the room.
GameSpot: A lot of players thought Quake's
graphics were disappointing - partially because
expectations were so high, partially because it
took so long to be released and other great
looking titles, such as Duke, came out in the
interim. Prey is now slated for late '97 release.
Is this long development cycle a concern? Is it
possible to spend literally two years developing
an engine and still have it be state of the
art?
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"We don't expect a big delay in Prey's development."
GEORGE BROUSSARD
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George Broussard: The Prey engine will be state of
the art when the game comes out. We are always
enhancing it. The base engine has been done for
awhile, but we keep going back to it, and adding
things like dynamic lighting, and that
pushes the game design a little farther. You may
work on the game for two years, but the base
engine usually settles down [after] around 75
percent of game completion and isn't touched much
more, except for optimizations in speed.
GameSpot: Did the success of Duke Nukem 3D surprise you?
George Broussard: In a way. You never really
expect a number one game, but you strive for it,
and do the best you can, then release the game. We
obviously worked on Duke until we thought it was
great, but you can never really predict the
public's response. Needless to say, we are very
pleased with the results.
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GameSpot: Will we see a slew of Duke Nukem sequel
games, a la Doom II, Ultimate Doom, Final Doom, et cetera? If so, when?
George Broussard: Yes. We are working on an add-on
mission called the "Plutonium Pack" to be
distributed through Good Times Interactive. It
will be a new mission with about 11 levels, a new
weapon (probably a microwave weapon that causes
people to pop and explode a la Dig Dug), a
couple of new enemies, new boss, all new music and
level art. We expect it to be out sometime in
October. Once that is done, we might start work
on a full 30 level add-on with all new stuff,
until the new Duke 3D engine is ready for
use.
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"...probably a microwave weapon that causes people to pop and explode."
GEORGE BROUSSARD
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GameSpot: What's up with this Microstar Software
suit? They claim they know nothing about GT
Interactive taking them to task on doing
unauthorized Duke add-on levels. What's the
deal?
George Broussard: GT is dealing with that for us,
but our take on it is this: Our LICENSE.DOC file
clearly states you cannot sell add-on levels for
Duke and Microstar appears to have disregarded
that. A similar add-on pack by Sierra was also
stopped I believe, so I think the suit has some
validity. But again, we turned all this over to
GT, so we could focus on the business of making
games. All this other stuff will drag you down and
distract you if you let it.
GameSpot: When will the first person craze end? Is
there really any new territory to be charted in
this genre?
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George Broussard: It will never end and is here to
stay. 3-D gaming is simply the coolest way to play
a game these days. Look at the PlayStation and
Nintendo64. They built their entire hardware
around making 3-D games run fast, so you know it's
here to stay. The game designs will get more and
more refined as time goes by, but there will
always be room for first person shooters like Duke
3D. The trick is making them. It is a very
delicate balance and that's why I think you see so
few real quality 3-D games so far.
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