Q&A: Splash Damage on Enemy Territory: Quake Wars

Splash Damage on modding Quake Wars, GDF versus Strogg differences, and playing solo.

Enemy Territory: Quake Wars' release for the PC is just around the corner, but that didn't stop us from tracking down Splash Damage owner and lead game designer Paul "Locki" Wedgwood and asking some quick last-minute questions about the upcoming game, how important modding will be to Quake Wars, what (if any) single-player goodness can be found, and more.

GameSpot AU: Given that so many members of the Splash Damage team came from the modding community, what sort of tools and support are being included with the game to enable user-generated content and modification?

Paul "Locki" Wedgwood: This area has been a real focus since the start of development. We immediately put up an internal wiki server, and started furiously documenting everything we did to make it easier for mod-makers and level designers in the future. Our approach to the way we build tools has maintained that focus, too. Our tools programmer was one of the lead level designers back in our mod-making days, so he's very familiar with the hurdles that community members face, and has done his best to overcome them with our tools implementation. For example, level designers will not need to hand-paint the huge MegaTextures--he's implemented tools to automate a lot of that work. The Software Developers Kit for Enemy Territory: Quake Wars will include the source code, the level-design tools, MegaTexture tools, and all the necessary documentation (including tutorials) for making maps and modifications.

GS AU: The GDF and Strogg sides are significantly different, with more than just equivalent weapons separating the two teams. What was the rationale behind that choice, and what are some of the play-balancing challenges you faced because of it?

PW: Well, with Wolfenstein: Enemy Territory, the teams were really just re-skinned versions of each other. We'd see huge flamewars break out on forums about the relative merits of an Axis versus an Allied gun, while in truth they simply had different audio effects but the exact same attributes and values in terms of spread, damage, clip, and reload time. With Enemy Territory: Quake Wars, we could really see the value in having asymmetrical teams, as an extension of what had already been achieved by id Software, and asymmetrical maps as far back as Return to Castle Wolfenstein Multiplayer. Having asymmetry between the two teams' vehicles, weapons, items, deployables, tools, and rewards just opens up so many cool tactical options for players, and the way their teams approach the assault of defense of an objective. Essentially it heavily contributes to the longevity of the game because it leads to much greater player immersion.

In terms of the balancing challenges, with Wolfenstein: Enemy Territory we could elegantly equate weapons based on their damage over time: if weapon A did two damage per round, and fired 30 rounds per minute, then weapon B would be roughly balanced equally if it did one damage per round, but fired 60 rounds per minute. In Enemy Territory: QUAKE Wars, there's no straightforward synergy between, perhaps, a Strogg technician's abilities to create a spawn-host in the field from an incapacitated human, and a GDF medic's ability to revive a teammate. Instead, we conduct thousands upon thousands of hours of play-testing, secure extensive feedback from public betas, and then argue passionately in the studio for hours on end about the relative strengths and weaknesses of each team, ensuring that every weapon, item, tool, vehicle, deployable, ability, or reward has an opposing counter on the enemy team.

GS AU: Obviously the game is team-based, with objectives needing to be completed as a group. Is there still room for lone gunmen on the battlefield?

PW: Absolutely! One of the great things about being able to select a combat role that suits your preferred playing style, is that--for example, as a soldier, you can be right on the frontlines, destroying alien vehicles with your rocket launcher, or pulling off midair headshots with an assault rifle; while as an engineer, you can play more tactically, hanging back a little from the frontline, repairing vehicles, deploying defense turrets, building guard towers, or planting land mines--it doesn't really matter how you play, you'll find yourself doing something that benefits the team. As a covert ops, you could base-jump down into an enemy base, having flown to a nearby mountain, and then hide in the shadows waiting for an opportunity to steal a disguise, plant a third-eye camera in the enemy spawn (relaying intelligence to your team), then sneak around the base hacking into their artillery and intelligence deployables, before perhaps returning to the mountainside to snipe at the aliens from afar.

GS AU: Paul Wedgwood, thanks for your time.

21 Comments

  • NukeU

    Posted Oct 11, 2007 5:55 pm PT

    I got the demo, and it was fun for about 20 minutes, then it started getting really old really fast. I'd much rather get Crysis.

  • Crey93

    Posted Sep 10, 2007 5:55 am PT

    i cant download the damn demo

  • LinkinPark_X

    Posted Sep 9, 2007 10:01 pm PT

    The Demo is out in Less than 1 Hour !!

  • Oldwolf62

    Posted Sep 6, 2007 6:16 pm PT

    These articles just keep wetting my appetite, man I already pre-ordered 3 more days till the demo...just can't wait

  • Dain_Bramage77

    Posted Sep 6, 2007 4:05 pm PT

    Hey, they didn't talk about single-player! Oh well. Can't wait for the demo! Hopefully it will actually run on my PC.

  • comthitnuong

    Posted Sep 6, 2007 3:03 pm PT

    Can't wait for this game! Hope my PC can run it...

  • -R4zi3l-

    Posted Sep 6, 2007 2:29 pm PT

    Quake wars is gonna be godly

  • Pete5506

    Posted Sep 6, 2007 1:48 pm PT

    I want to play it now

  • ChiefFreeman

    Posted Sep 6, 2007 11:42 am PT

    actually the 360 version isn't too scaled down. It will only support 16 players to the pc's 32 I think, but everything else is the same.

  • smoothn00dle

    Posted Sep 6, 2007 10:36 am PT

    same old same old

  • nth1739

    Posted Sep 6, 2007 9:56 am PT

    From my beta test experience of QW:ET:

    If you like Enemy Terr, you will definitely like QW:ET . If you dont like ET then you may want to look for something else.

  • DanielKhronic

    Posted Sep 6, 2007 9:49 am PT

    Looking forward to this one. Hope it turns out well...

  • ROCKINGFOOL

    Posted Sep 6, 2007 6:54 am PT

    i sure hope it turns great cuz iam starting to get bored from BF2

  • Romanticide

    Posted Sep 6, 2007 6:13 am PT

    There is a scaled down version coming to 360.

  • Riavian

    Posted Sep 6, 2007 4:24 am PT

    Why would the xbox get one when its not even comming out on the xbox...

  • INF1DEL

    Posted Sep 6, 2007 4:16 am PT

    4 days til demo? im assuming youre talking about pc. does 360 get one?

  • Samulies

    Posted Sep 6, 2007 1:41 am PT

    Fantastic, gona grab this one.

  • Gorge-a-Maniac

    Posted Sep 6, 2007 12:21 am PT

    Spec Ops trooper sounds pretty neat.... Disguises and sniping and all that. Can't wait for this.

  • MadlilMart

    Posted Sep 6, 2007 12:21 am PT

    4 days till the demo, can't wait, Enemy Territory was great fun, now they have added all this i can't wait to try it out

  • tarsier888 posted Sep 5, 2007 11:53 pm PT (does not meet display criteria. login to show)

    tarsier888

    Posted Sep 5, 2007 11:53 pm PT (hide)

    POOPY POOPSETERS

  • Haklin

    Posted Sep 5, 2007 11:43 pm PT

    great interview good the see the game is getting amounts of publicity

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