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Enemy Territory: Quake Wars Interview

PC Xbox 360 PlayStation 3 Interview by Tom Bramwell

13 August, 2007

Page 1 of 3. Page 2 ->

When it comes to multiplayer FPS games, large-scale testing is proof - and where better to test the first proper from-the-ground-up teamplay multiplayer Quake FPS than QuakeCon, id Software's annual shindig in Dallas? That's certainly the view of id's cohorts Splash Damage, who not only brought the PC and 360 builds to the Con's vendor area, but also distributed Beta 2 among attendees on day one, ran a clan tournament on a range of new maps, and put on a series of advanced tactics seminars for budding fans. With all that in mind, we caught up with creative director Paul Wedgwood to talk about the new levels, the bots, the future - and John Carmack's potentially needling comments the night before when a keynote Q&A brought up the subject of animation and gameplay synchronicity...

Eurogamer: John Carmack responded to a point about Enemy Territory tick-rates in the question-and-answer session following his keynote. He said that animation was running at 30Hz and frame-rate at 60Hz. Is that something people should be concerned about?

Paul Wedgewood: There's a ton going in Quake Wars. You have to realise that there are 24 players, all of them can have deployables that can be firing, and be in vehicles, and then of course we're tracking experience points, objectives and their status, and have physics attached to almost everything. Even just overcoming the network challenges took some significant advances.

In terms of the server and the client, the problem comes when you try to process all of that data 60 or 90 times a second or have it uncapped, because the gameplay experience when a server a or client shifts constantly from 30 to 90 to 60 ends up much worse than having a locked-out 30fps. We started by reducing everything to 30Hz to see how that would work, but players felt the gameplay wasn't smooth enough.

So Timothy over at id Software worked on a solution that unhooked rendering from game sampling, and we have a much smoother experience now. We have unlocked frame-rates and people who were previously around 30fps are now getting 60fps because we've made a ton of performance improvements. That said, the animation problem can't be solved. It can't be. As the game stands right now, it's just one of the insurmountable hurdles.

'Enemy Territory: Quake Wars' Screenshot 1

The game's many vehicles give it a certain feel, but their impact changes throughout a level's various phases. Not much use underground, for instance...

Eurogamer: Carmack described it as needing major architectural changes.

Paul Wedgewood: Yeah, but ultimately the most important thing is that what you shoot is what you hit, and that's more important than having really smooth animation. We're faced with the choice of giving you a smooth gameplay experience with really good hit-registration and really good player-prediction and really good networking, or something that is heavily interpolated and gives you the impression that everything's running really smoothly, except that vehicle isn't really where you think it is and that animation isn't really playing and half of the game is client-side prediction.

Eurogamer: Illusion or the truth.

Paul Wedgewood: Yeah exactly, and gamers are more obsessed with knowing that what they're shooting is actually where you say it is, and that's what we've achieved with things like the anti-lag code. Say you're on 150ms ping and I'm on a 33ms ping - if someone's head is under your sniper rifle when you shoot them you actually get that hit, that hit is registered appropriately, and that levels the playing field without imposing any penalty on anybody else. The low-ping guy doesn't suffer for your lag.

'Enemy Territory: Quake Wars' Screenshot 2

Beta 2 features the Valley map. Around 38,000 people played Beta 1, according to Wedgwood.

Eurogamer: Because if he gets hit it's because he was exposed at the wrong time. Right. I think people were just looking at the comments Carmack made and were uncertain about how significant they were.

Paul Wedgewood: I really don't think it affects anybody at all. I think we've definitely made the right choice for the gameplay. Of course everything in game development is a series of compromises, like whether to have destructible geometry. You could have destructible geometry, but not have great vehicle physics - you have to decide whether these things are purely immersive or whether they significantly benefit gameplay, and if they're purely immersive then you end up thinking there's not much point simulating reality in this situation and emulate reality instead.

If it's immersion plus gameplay or a pure gameplay mechanism like constructing a bridge with a pair of pliers, we realise that that damages immersion for some people, but it's the best mechanic for making the game competitive and fun, and so we will sacrifice immersion in the pursuit of better gameplay, because gameplay has better longevity. The game isn't going to look good three years from now, but the game should be as fun or more fun.

Eurogamer: Could you give an overview of the new maps you're presenting?

Paul Wedgewood: Sure. In Quake 2 the retaliation against Stroggos is led because the humans have learnt how to use slipgate technology and the first map, Area 22, is really the telling of that battle. It's an arid-themed map. It has the Strogg attacking, initially to take the power out of a big EMP that the GDF have erected. When they take it down, the Strogg are able to deploy a mining laser from orbit. This blows the doors off a bunker and gets them into the final objective room which, just like every other map, is entirely unique. You've got the big slipgate with all of the lab equipment around it. You'd never confuse it with any other. Each map really works as a mnemonic.

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roronoa
13/08/07 @ 13:49
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Too Bad you didn't ask him on some update in regards to voip and how is that coming.
Adam_T
13/08/07 @ 13:53
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Quite surprised about how long this game is taking though, it's been pushed back and back for what feels like over 18 months now, jeez i remember last year they were confident for a Q1/2 2007 release.

Ah well...as long as it's good I guess. Just wish they could concrete a date down.
Razz
13/08/07 @ 14:05
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"But as a second method of generating missions, some are based on intelligence your team gathers, and this works equally well for the bots as it does for the players. If you put down radar, and it determines the location of artillery, that generates a whole bunch of destruction or hack missions for the soldiers or Covert Ops on your team."

LOL! Sounds like bollocks to me. :D
JediMasterMalik
13/08/07 @ 14:08
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Looking forward to the gam, but the maps are sooo seemingly unbalanced, it seems the vast majority of the time a single side always wins.
SBfistfun
13/08/07 @ 14:39
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"And there's no preset pathfinding, so we actually discovered routes that bots find between objectives that I didn't even know existed."

Lies make baby Jesus cry :*(
Varsity
13/08/07 @ 14:47
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The most important thing is that what you shoot is what you hit, and that's more important than having really smooth animation.

Valve managed it, and their networking is derived from Quake's too.
afghan_jones
13/08/07 @ 15:01
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@SBfistfun


exactly. what a load of toss. 'ooh, that bot walked to the left of those crates when i thought he would go to the right, its totally unscripted and organic!'

Also, even if it is true, who cares? From a player perspective, there are no preconceptions from where a bot will or wont go so surely a bot taking a weird route somewhere will not have any shock value for the average player?
Drpwnage
13/08/07 @ 15:04
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"Also, even if it is true, who cares? From a player perspective, there are no preconceptions from where a bot will or wont go so surely a bot taking a weird route somewhere will not have any shock value for the average player?"

Yep, certainly not if you have been playing on-line games for a while. Human players are far more random and unpredictable :>.
zuljin
13/08/07 @ 15:08
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@afghan_jones
"Also, even if it is true, who cares?"
If it is true, I care. Its basically saying that a bot is finding routes which I may not have thought of, as opposed to usual 3-4 main routes predetermined between objectives. If they have a good variety of routes I may on occasion be tempted to play as a team with bots.

@JediMasterMalik
"it seems the vast majority of the time a single side always wins."
Erm... Isn't that the case with any team game, a single side always wins?

Sorry, I'll stop being pedantic now :)
BadBoyBonner
13/08/07 @ 15:16
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"Erm... Isn't that the case with any team game, a single side always wins?"

Guess you have never heard of a draw then? lol

Sorry, I'll stop being pedantic now :)
JediMasterMalik
13/08/07 @ 15:18
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I mean on a single map, either the defending or attacking team wins, and it's rare for the opposite to happen.
zuljin
13/08/07 @ 15:24
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@BadBoyBonner
But but... Ah shucks. I deserved that one.

@JMM
I knew what you meant really...

What I find strange is this move towards less levels per game. I remember Quake 2 coming with so many multiplayer levels. As long as they're all good uns I don't really mind tho.
Pogle
13/08/07 @ 15:33
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SplashDamage brought us Q3F and Wolfenstein ET and frankly, they know their gameplay and I've high hopes for this being something new in a very old and overused FPS world.

Always interested to see interviews with Locki, he's an honest and articulate speaker and as a player of his games I'm relieved to see he's still sticking to his gameplay principles. Or seems to be, the game will tell us the truth, but I'd be amazed if it was anything other than which he is attempting to portray. (SBFistfun. "Lies"? Thanks for your contribution)

Its a good interview with honest sounding answers and still the EG massive gets its inner miserable bastard out for all to see. Its not a Sony game is it?

Anyway, very much looking forward to this, I think they're focussing on the right things from what I can see.
TonyCocaCola
13/08/07 @ 15:41
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Wow, we really are a bunch of miserable barstards. Eurogamer.net, Gamer retirement home.
Dermoth
13/08/07 @ 17:48
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Enough with the Quake articles, already.
ChromeMud
13/08/07 @ 17:51
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@ TonyCocaCola

I agree.What is with the constant misery?I happen to like I.D.,their network code was always good,remembering many good games of Quake online.
MakyoDetector
13/08/07 @ 18:34
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"And there's no preset pathfinding, so we actually discovered routes that bots find between objectives that I didn't even know existed."

It's not a lie, it's a marketing fact. "No preset" means designers didn't draw the paths by hand :). Big surprise.
afghan_jones
13/08/07 @ 19:19
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"And there's no preset pathfinding, so we actually discovered routes that bots find between objectives that I didn't even know existed."

The way he says it makes it sound like the bots discovered a secret tunnel or built a ladder out of their shoes or something. if they just walk somewhere then without going outside the confines of the level itself how exactly is it a route he wouldnt have known existed????
agparrot
13/08/07 @ 20:36
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begin WOWITWASUNSCRIPTED:

function: poohsticks
GENERATE random (0||1)

if random = 1 {
botwalkleft
} else {
botwalkright
}

goto poohsticks;

Wow! It was unscripted!
afghan_jones
15/08/07 @ 08:20
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nice one agparrot. Like it.

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