Rage Preview
Tim Willits on everything there is to know.
Even 24 hours after its unveiling, there are already a lot of myths about Rage. For instance, that it's half racer, half shooter. "It's not really half and half," lead designer Tim Willits tells us. "We don't have enough of a build to see what people are going to play more of [yet]. If we actually come up with some cool race ideas, it could go further. And if the vehicle combat is super-fun, we may do...We really shouldn't say half and half until we know more." Then there's the theory, quietly muttered by a few attendees, that the fact id owns 'Rage' and 'Rage: Anarchy' trademarks means that the console versions will be different. Willits says they registered both because they couldn't be sure they'd get the former. "It might have ended up 'id Software's Rage: Anarchy'." It's just one game. That's sort of the point of id Tech 5, isn't it?
What is certain is that id Software's next headline release after Doom 3 will be very different to what's come before. "We want to change what people expect from id's first-person shooters," says Willits. "We want to build an IP that is uniquely different to Doom, Quake and Wolfenstein." So out go corridors, gloom and PDAs with rambly MP3s on them, and in comes a non-linear, story-driven tale of fighting off an oppressive, tyrannical regime in a world that's still struggling to regain its dignity after an apocalyptic comet strike 75 years previously. From talking to Willits, its core concepts are exploration and the diversification of obvious mechanics like 'driving' to cater to a number of different design aspirations. If that sounds wanky, put it this way: there's racing, there's vehicular combat, there's FPS gunplay, and there's going into a cave somewhere, beating up a couple of mutants and hauling their loot back to town to flog it to the Farscape extra with a wok on his head, and blowing the proceeds on an upgrade for your car.
That explorational aspect is certainly distinct from Doom, Quake and Wolf - unless you count hunting for keys to open doors, and it doesn't sound like Rage has many doors left. Willits clarifies the structure: "There's adventure elements to it, but I hate to say 'adventure game', and it's not an RPG. I wish there was a word between 'adventure' and 'RPG'." Something where you have elements that are common to those games but in a different context, then. "Yes. The completely uniquely textured world will help [with exploration] because no one will see the same area twice." The other part of that is hunting down side-missions. The game invites you to play around in the world, as with the aforementioned scavenging, and a range of side-missions. "Robert Duffy has come up with a lot of cool mission job ideas that have nothing to do with the story. Just fun things to do."
Tied to that is the way the story develops. "In the game you play an outsider - somebody that is almost kind of like a Buck Rogers type of person, but you're not from outer space. There is a regime that is starting to try to shape what society's trying to rebuild itself into - this kind of evil tyrant type structure - and you work with settlers and resistance to fight against that, so it's a classic story. And at id, we always like to do that good-versus-evil type of setting." But the other interesting thing about that is the way the story's actually told. "You'll be interacting with the characters and they'll tell you stuff, and they'll direct the story that way. There's no PDA. Once you complete a mission, there's no...You know how some games have those logs, and you can go back and read and read and read? We don't have that. It's more kind of figuring it out as you go, and hopefully you're listening to the guys talking to you." So the plot isn't really thrust upon you, but it's almost in the Half-Life sense of kind of picking things out through observation. "Yes."
Equally freeform are weapons. One of id's core strengths has been its timeless arsenal of, well, arsenals. The nailgun, the double-barrelled shotgun, the railgun, the rocket launcher, the BFG. Alright, the axe was crap, but they do well with this stuff. Yet Rage rejects that too. "We're really trying to explore item usage, ammo usage, that type of aspect more than just normal guns. You can find stuff and then...If you have the schematics for them, and you locate the different pieces then you can put something together." Effectively then you build your own guns, although he's keen to stress that there will be clear limits. "We've only got 26 people," he says animatedly as I backspacebackspacebackspace the 'infinite weapons' headline.
The fact it's driving rather than running that underpins your exploration invites all sorts of questions, which Willits answers simply: "We're not trying to be Gran Turismo, and when we come to a crossroad where we can either go for realism or fun, we'll go towards fun, even if it makes it more arcadey and a little more over-the-top. That's the kind of game that we like to play. We will lean towards fun. Super-sized weapons on your vehicle, fun races with flaming barrels that people are throwing at you, blow up car number 8 before the race is over as a mission..."
But beyond the slightly hilarious contradiction of people on forums whinging that it's not an FPS intermingled with people whinging that id always makes the same game, there is the broader point that when an FPS developer does things with cars, there's a distinctive feel that doesn't lend itself particularly fluently to the concept of racing. Driving, yes, but in a point-to-point kind of way. "Absolutely. You're absolutely right. It's tricky. Because - and this is why it's so tricky - when you're on a cement track, it feels a different way than when you're on a dirt track, and then we want to bring that into combat? We're doing vehicle combat and racing with the same kind of car, and it's hard, because you want to be able to turn fast in vehicle combat, but if you turn too fast when you're racing you'll spin out. In your mind you're like 'that's easy - put guns in your car and stuff and drive around' - but it's really much more difficult than people realise."
The way to get past that, Willits says, is to simply embrace it. "There's some small suspension tweaks, and some small physics tweaks that we do when you race and when you're in the wasteland, because you're in the same car. We'll have race-cars, but then you have your own car you can bring onto the track, but we do tweak things up a little bit because we found that it's really hard to do combat and racing with the same physics type. Suspension, stiffness, traction control, etc." He suddenly looks very tired. "No genre developer should ever look at another genre and say 'that's easy', because they're all hard."
It also raises the question of controls. PC gamers traditionally have the better of first-person gunplay, while console gamers do better with racing. But driving one way and shooting the other doesn't lend itself to pads. "We've learned a lot from Enemy Territory. So the controller scheme, and the driving scheme for...because for instance, keyboard is yes and no, and controller's analogue. That's a big deal," he says. "So there's definitely some issues with that. It's stuff you never think about until you sit down and try to figure it out. But actually there are some pieces of the game [right now] that you need to use the controller to complete because Robert hasn't hooked up the UI for that, so even if you run it on PC there are certain things you can't do, because we haven't made a button for it yet [laughs]."
If it doesn't sound like they're far along in development, they're not. "To tell you the truth, we haven't made the main character yet." But while it's only been in development about 18 months, according to John Carmack, they're definitely in production. "We have a lot of the settings, and a lot of the maps and the systems in the wastelands constructed and stuff, but you know how long it takes to do stuff," says Willits.
Something that obviously attracted interest during Carmack's keynote speech the other night was chatter about co-operative driving missions - having a gunner on top, and so forth. That and the idea of multiplayer races (Carmack said that he didn't expect the game to feature a "standard" sort of deathmatch, incidentally). The co-op stuff won't be drop-in or full-length though. "No. Because, this is what we found out with games that we play: games that take you 10, 12, 15 hours to play, I can't even find a friend for that long. But there's some missions that you need to find someone to play with." So how does that work? "You have your co-op kind of profile that's connected to your single-player profile, and when you do those missions co-op, the rewards that you get can go to your single-player profile. In order to really complete the game as a single player, you're going to have to find some buds."
That's most of what Willits could say, although he does delight in telling us that their in-game comet is a real one, and it's going to come dangerously close to Earth in 2029. Hopefully the game will be out before then. Willits has a lot of enthusiasm for it, and seems positive he'll be able to maintain that among the 26-man team. "One of the tools we've used to do that is...we have these milestones internally. When we work on a system like the racing, we actually got that built to a prototype state and had our own little internal Rage Cup, where for one day we froze the code, you had to get on there, you had to compete in that race, do those laps, and the person with the best time won the Cup. And we have a trophy - a real trophy - and they get that trophy on their desk until the next Cup."
Inevitably the release date is "when it's done", but don't expect when it's done to be next year. Carmack mentioned the idea of a four-year dev-cycle in passing during his keynote, and if they've done 18 months now, that'd put it at Christmas 2009 probably at the earliest. We can imagine that being a tough wait for id fans to endure - after all, Doom 3 came out in August 2004. To round out what we know, you'll be able to buy it on two DVDs or one Blu-ray, and it's coming to PC, Mac, PS3 and 360, with no cross-format multiplay on the cards. We're told to expect more reveals in the coming weeks and months, and then of course there's QuakeCon 2008, same time next year.
One final thing, though - reaction to the announcement has been uniformly positive at QuakeCon, but mixed in the wider world. To my mind, the interesting things about the way Willits describes it are that id's traditional strengths have been in things like the movement model, the physicality of the world, and their articulation of the game world itself, and, given the design, those are exactly the things that Rage's success seems like it'd derive from.
Coupled to a new engine whose virtualisation of textures tries to get devs out of the problematic texture memory ceiling that forces them to deface their own graphics to ensure fluency, instead allowing them to theoretically add more and more detail for as long as they want, and there's a sense that the more inferential reasoning you apply to what they're saying, the more there is to be positive about. It's an optimistic view, certainly, but it's hard not to find the QuakeCon enthusiasm infectious, and it probably erodes your objectivity. Either that or it's the diet of Bawls, Heineken and bagels under the heat of a thousand suns. Forgive me. And if you have any other questions, post them in the comments and I'll try and answer them.
Rage is due out on PC, Mac, PS3 and 360, and we reckon end of 2009 or later. Pop over to Eurogamer.tv for the first trailer.
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Comments (42) Latest comment 5 years ago
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It really sounds if id have recognised the need to diversify their gameplay outlook. The interview and trailer both look very positive to me though whether they can execute this is another story.
"There's adventure elements to it, but I hate to say 'adventure game', and it's not an RPG. I wish there was a word between 'adventure' and 'RPG'."
Stalker would perhaps be another example of this.
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I think the negative reactions are more likely caused by disappointment with Doom 3 and Quake 4, rather than by Rage itself.
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If I were sharper I'd have thought of that while he was talking. It was quite funny - I've not slept for 2 days and it didn't look like he had either. I'll mention it if I see him again before I fly back.
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The driving was probably born from necessity of exploring large open worlds (which keeps the viewpoint near ground level and thus stop the engine from choking).
Guess they thought the driving worked better than they imagined and are now debating how large a component of the game to make it.
All told the Tech 5 looks good and is an evolution of the doom engine, but the revolution isn't so much in out right looks, but maintaining those looks while being able to expand the play field massively whilst simultaneously reducing the texture load.
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Has he [Carmack] spoken to, or about, the guy's that have already ported quake to DS?
Or, as a personal challenge, is he pitting himself against them to see if he can do a better job?
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I think it's actually around 38 now. They're staffing up team two, remember. I can't remember the exact number but if you look at the interview I did with Todd and Tim at E3 they mentioned a figure.
Still - bloody low for something of this magnitude. One of the bits I cut from the article was Tim's comments about how hard it's been doing a multiformat title. Although he said that Carmack's been amazing at managing that process. He, like all the other guys, is tremendously reverential whenever he discusses John's work.
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Not that I'm aware of, although he spoke about how people had ported Doom to PDAs and things like that. I'm struggling to recall the exact quote off-hand, so forgive the paraphrasing, but it was something like, 'People come to us with these projects and we say sure, but it's crap. The controls are all wrong. So they give us some money and then disappear.'
I'll look it up next week. It was also interesting talking to Steve Nix about the open source nature of their older stuff and how that benefits him - as he pointed out, it means that quite a few guys actually, when they get new tech up and running, go to publishers with id's game engines running to show them off, which he was obviously very happy about.
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And why no one tries to involve him in the creation of a console more at the inception is beyond me – seems he can spot rudimentary design flaws/inefficiency from a thousand paces . Perhaps they could incentives him [if he’s reluctant] by including id tech engine as the foundation of their [MS are you listening] library.
“Willits describe it are that id's traditional strengths have been in things like the movement model, the physicality of the world, and their articulation of the game world itself, and, given the design”
For me id’s strength has always been derived from their [read Carmack’s] technical accomplishment; I still blame him for forcing me to buy splash £800 on a DX2-66 to play Doom on. And who can forget the early release of the Doom 3 engine running on the 9700pro, truly unbelievable at the time.
“It's going to be a tech demo to sell the engine to other games companies and that's it.”
Arguably it is hard to produce a blockbuster in every sense with so few employee’s I would guess. That said, I am sure that id’s employee’s will be challenging the Nintendo $1,000,000 per employee company earnings [if they haven’t already surpassed it].
Question – any chance they’re contemplating launching a one track demo of the buggy multiplayer racing to the masses, so we can see the Tech 5 running long before the game is out? Perhaps even as some kind of benchmarking software? I am sure many people would love to have it running on their system – and be willing to let the results be posted back to id [a la Steam benchmarking]. In fact perhaps they could do the whole demo through steam.
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Well - driving around in a car (even if not in a 3D environment and from a FPP), stopping by a cave and killing some mutants sounds very falloutesque to me. =)
While the game seems like quite a bit of fun I must admit that I don't see that many new and original ideas in Willits description. OK - it's kind of new territory for ID Software but I have the uneasy feeling that similar things have been done before... Auto Assault anyone? (Another thing to mention besides Stalker =)
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I meant in gameplay terms, but yes, you're right. They all agree with that when you ask them about it.
"Question – any chance they’re contemplating launching a one track demo of the buggy multiplayer racing to the masses, so we can see the Tech 5 running long before the game is out? Perhaps even as some kind of benchmarking software? I am sure many people would love to have it running on their system – and be willing to let the results be posted back to id [a la Steam benchmarking]. In fact perhaps they could do the whole demo through steam. "
I didn't ask. They've not made any noises about it. I think they're probably too far out right now though to do any kind of feeler for the game. They mainly tended towards that with games built around multiplayer concepts where it was half beta-testing, I guess. Didn't bother with Doom, for example.
I did ask if they planned to do Rage through Steam though and they said it was too far out to determine any kind of digital distribution plan.
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Now get some sleep.
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Also, no, there's no game like it. Stalker has a similar structure, but doesn't have driving. Half-Life 2 has driving, but it's bad (the driving, not Half-Life 2) and, anyway, it's a very linear game, very limited in terms of playing area. Auto Assault is an MMO and is crap (plus, you don't get out of the car). Fallout is an isometric RPG. If anything, it most resembles Intersate '82, but the out of car action in that one wasn't very developed.
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Post-apocalyptic settings are awesome. Throw in mutants and rolling death machines plus a token look of Farscape about the characters and id have a winner.
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The driving got taken out of Stalker and I think that was a wise choice just for game balance (there's a community mod that restores it and it doesn't really add much). I LOVED 'Interstate 76' but the out-of-car stuff in I82 was half-baked at best and the game overall didn't have the charm of I76 (Ronald Reagan at the controls of a giant toy robot almost redeemed it though). I just miss the sense of DIY chaos I got from 'Carmageddon', a game that gave me more insane-giggles-per-minute than anything I've played since.
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No it isn't and you've shot yourself in the foot with the text in brackets - you do get out of your car - you'd know that if you actually played AA or had taken the time to read about it. =)
I agree that there is no SINGLE game that combines ALL the cited features in ONE package but if there are games out there that differ only in one aspect then I can't call Rage an innovative project, sorry.
While I don't have any negative feelings towards it, innovation (gameplay innovation, not technical excellence) is what I value the most in computer games - Rage will probably be a good game and a blockbuster but it won't change the world - not mine for sure...
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Sounds cool!
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I did read about Auto Assault, as I initially wanted to play it, but the universally negative reviews put me off. I'm not exactly sure what you mean by "no, it isn't" - it's not an MMO or it's not crap?
I don't think we're debating whether Rage is innovative. It isn't. We're discussing whether it's interesting. And I think it is.
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If we're not debating whether Rage is innovative or not then I can agree that this is a game we should keep an eye on. For me, however, the debate concerning innovation in any given game is key. =)
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Nonetheless, praise to Carmack for what he achieved in his career.
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Hmmm - one hundred different bugs haven't been mentioned as a feature of Rage so we can rule that one out. :-D
Besides - no matter what you think about id's games they sure as hell weren't buggy and IF they were, then they got patched quite fast. Hey, we're talking about CARMACK here!
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Shite, somebody else got to comparing it to Jak 3 before I did. A first-person, more shooting focussed game set in the desert bits of Jak 3 sounds pretty damn good to me.
2009, though? They want to get with the program and hire a bigger team.
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Bunch of whingey bald chicken fucking cunts.
I can't say I care for it or not at this stage. Sounds somewhat interesting but I'll just sit on the fence for another year or two until there's somethign more to actually base judgement on. I might even wait to call it great or crap until I've actually played it.
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I really like the Mad Max feel to this, certainly one I will look out for even though Doom 3 was a painful experience to play.
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Will it have helicopters
Glad to see them taking a risk and moving away from their traditional roots..... definitely interested to see how it develops.
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it must be a sad day for them "
What?
"seen the HD of Rage on Tech5
very impressive but not better than the Farcry Engine 2 - it will never hold a candle in terms of what Crytek have achieved and finished already "
They're targeting 60 FPS, so it's apples and oranges.
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