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Team Fortress 2 Q&A

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Designer Robin Walker talks about the progress of Team Fortress 2.

Robin Walker is a legendary game-industry designer, known for his part in the creation of Team Fortress, the famous modification for Quake that simply rocked the online world. Robin, along with John Cook and several other of his Australian friends, coded up the mod in his spare time, and it rapidly escalated in popularity, overtaking many commercial products. Soon afterward Valve Software acquired the fledgling outfit, and Robin and John moved to the US to work with Valve on Half-Life. The rest, as they say, is history. These days Robin and John are still at Valve, masterminding the massively anticipated Team Fortress 2, as well as some other unannounced games. We caught up with Robin in his hometown of Melbourne, Australia, where he attended the second annual Australian Game Developers Conference last week.

GameSpot: First of all, Robin, let's talk about Team Fortress 2. Are you coding another Machinima.com intro movie, with classical music?

Robin Walker: Oh wow. I don't know, to be honest. That was really just a pet project between myself and Damien and John [Cook]. You know, we're now but a small portion of the team, and it's something I'd love to do, but it's certainly something that took a significant amount of our time, and back then our time was pretty much worthless. Now it's pretty expensive. So I don't know. I'd like to say we will, but it's likely we won't. Maybe it's something I'll do on my weekends with a couple of friends or something. Certainly I think we know what we'd do if we did one. We've done that much thinking about it. We know exactly what it would be if we ever do it.

GS: So is playing the commander mode any fun?

RW: Yes. It is a lot of fun. We actually have a backup plan for that, so we're not too concerned about that. What we're looking at is, our view is that the commander really [takes on the role of] an RTS [real-time strategy] player, which is why we're tentatively calling TF2 a first-person strategy now. There's some kinky buzzwords for you. We really are designing the commander to be something an RTS player can move into very easily. The interface is identical to an RTS's - you can get in there. Everything they're used to works, like being able to hotkey groups of players, drag and select, and shift to do multiple commands. All that sort of stuff works, and we really hope to entice RTS players into trying this sort of game. It's interesting. I've seen a few stories recently where people are saying that not much interesting has really happened to the RTS genre in the last couple of years and that we're still making sort of similar RTS's, new units, and new features, but nothing has really sort of "woken up" RTS players for a while. And in some ways I'm wondering if we might be the first people to do that. We're going to present [players] with a problem where they have some units that follow their orders perfectly, because they're computer controlled. But they have no ability to act on the fly or change according to circumstances. And then they have these other characters that are real players who don't necessarily do exactly what they want but at times are able to react more quickly and far more decisively than the commander can. I think a good commander will be the sort of person who can vie those two types of units off, and from them produce something really interesting.

7 Comments

  • davonas

    Posted Jul 18, 2010 12:23 am GMT

    this game is awesome and cool gameplay

  • faul_faul

    Posted Apr 22, 2008 6:33 pm GMT

    No way death. TF2 is fantastic, it looks great and the gameplay is brilliant. Its very unique, this (above) isn't on the same map as what TF2 looks like now.

  • death31212 posted Jan 27, 2008 3:05 pm GMT (does not meet display criteria. sign in to show)

    death31212

    Posted Jan 27, 2008 3:05 pm GMT (hide)

    am i the only one who thinks that they should tear up the cell shaded peice of crap tf2 they have now, and make this instead

    this looked like it would have been awesome

  • TheKretinousQ

    Posted Nov 18, 2007 10:33 am GMT

    i play it on the 360 but it is fantastic. i love it.

  • H1dd3n-5h4d0w

    Posted Oct 12, 2007 1:09 am GMT

    It took them 7 years to make it Vista Compatible. Don't forget the DX10 support.

  • Nirvana08223

    Posted Oct 10, 2007 3:30 pm GMT

    It would be seven years but still LOL. Its funny because i forgot that it started out as being real life graphics like counter strike or something. It turned out to be nice and i dont think i would want it any other way

  • vVv_GaMeR_vVv

    Posted Oct 9, 2007 2:53 pm GMT

    HA! Thanks for making us wait 8 god damn years!

Review Scores

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Game Info

  • PC Release Info

    • Release Date: Oct 10, 2007
    • ESRB: M
      Titles rated M (Mature) have content that may be suitable for persons ages 17 and older.
  • MAC Release Info

    • Release Date: Jun 10, 2010
    • ESRB: M
      Titles rated M (Mature) have content that may be suitable for persons ages 17 and older.

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