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Splash Damage's Paul Wedgwood Interview

PC Xbox 360 PlayStation 3
Interview by Robert Purchese

26 November, 2009

Page 1 of 2. Page 2 ->

In Brink, Splash Damage and Bethesda may have one of the most ambitious games of 2010: a first-person shooter that blends single- and multi-player on a fundamental level, which is also sufficiently accessible that a complete novice can go toe to toe with a veteran and both still enjoy themselves. Following his Developer Session at the Eurogamer Expo 2009 last month, we cornered studio boss Paul Wedgwood to see how it's getting on.

Eurogamer: With Brink out in spring 2010 on three platforms, are you planning a beta or a demo?

Paul Wedgwood: We certainly would do a closed beta for friends and family. But I couldn't say about a public beta or a demo.

Eurogamer: Brink aims to blend single- and multi-player, but which audience is going to enjoy it most?

Paul Wedgwood: We hope this will be the game that changes people's minds about the multiplayer experience.

Our past game, Wolfenstein: Enemy Territory, had a large but predominantly hardcore PC audience, and just to get to the point where they could play online they had to download the demo, install it, connect to a server, realise they need a patch, get the patch, realise their graphics card isn't up to scratch, go out and get a new graphics card; then they finally get to play online with the right patch and on the right server and their broadband connection is choppy so they get a better broadband connection and they finally connect and everything's fine and suddenly some 13-year-old racist tells them that their wife is 400lbs and, you know, it just basically ruins their experience.

[Splash Damage creative director] Richard Ham has a rigorous set of anti-griefing safeguards and advanced player matchmaking and...

'Splash Damage's Paul Wedgwood' Screenshot 1

Using the crane achieves your team objective and awards lots of experience, but you'll need your friends to cover you.

Eurogamer: What sort of anti-griefing safeguards?

Paul Wedgwood: We're not going to talk about how it works because people will start thinking about ways to get around it before we even get started, ha! There are a lot of people that buy shooters and only ever play single-player and never even go online - some of them don't even realise there is a multiplayer button and what that's supposed to do or what that experience is supposed to be. It's our goal from the outset to incidentally teach people to be good at multiplayer shooters while they're playing our single-player shooter; to play as part of a coordinated team; to earn rewards for making other people's experience more fun; to outflank the enemy, and things that are going to happen when they play online anyway.

And we have a bunch of other methods from proving their abilities playing Engineer, Medic and so on, not just from grinding XP to make them a more powerful, item-owning character, but actually help their skill improve as an Engineer or Medic. We track that and at a certain point in the game we say to them, "Why don't you just try co-op and see how you go? For this next mission we're going to give you twice the number of experience points if you play co-operatively with somebody else." We're so confident that the players are going to have fun that they'll then want to start playing co-operatively more often.

Eurogamer: How much of a single-player campaign is there for me to explore, what sort of emphasis is there on story? Or is the solo mode more of a training ground for multiplayer?

Paul Wedgwood: No no no: it's massive! Wolfenstein: Enemy Territory was pure multiplayer and Enemy Territory: Quake Wars was a multiplayer game that had offline bots but apart from that was exactly the same game. This is a game that has been built from the outset as a heavily narrative-driven story by full-time writers. We're making use of techniques like performance capturing - so we get really good physical performances from actors along with their facial expressions and voices and their interaction with other actors - to build a game that has a really strong narrative component that isn't just a highly replayable shooter. So that's a big part for us.

Your experience through it, imagining you have no internet connection should, for us to have achieved our goal, be as compelling as any other triple-A shooter.

'Splash Damage's Paul Wedgwood' Screenshot shave

He's absolutely plastered. Sorry.

Eurogamer: To stop veterans being vastly more powerful than newcomers in Brink you've limited active abilities to three. Am I not going to feel hamstrung, assuming I play the game an awful lot, by my character not being more powerful or special than someone who has just bought the game?

Paul Wedgwood: Well in some ways you are [more powerful] because the new player can't specialise and do certain things. For example: the interrogator PDA Taser is one of the items you can buy and it takes up one of three items or tool slots. Tools are things you use on people and items are things you drop in the field for other people. What you do then is you bind those three items. Those items do get more powerful, but they get more powerful in their ability to have fun while you specialise doing something really, really cool.

You can take a route that makes you a really cool meat-shield able to deal massive amounts of damage, but it's not going to outdo somebody who's chosen Skinny, who sneaks up the rafters behind you and stabs you in the back. There are counters. As long as people understand why death or incapacitation occurs and are able to react to it and learn from it then it's the combination of the choice of how to specialise and the skills the player has developed. You can earn more experience points in the game without firing a single shot by playing well than you can simply as a shooter.

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Comments: 1-14 of 14 in total

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berelain
26/11/09 @ 10:52
#1
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interesting, though it would have been good if you could have grilled him just a little about support for Quake Wars: Enemy Territory, which has never had a single bit of additional content since its launch. Hopefully they'll support Brink a little better...
the_mtfr
26/11/09 @ 11:03
#2
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The "graffiti" in the last screenshot reads "paint, blood and machineguns" in Romanian.
Altrezia
26/11/09 @ 11:29
#3
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We want game footage..
Vortex808
26/11/09 @ 11:51
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I'm quite looking forward to this. Hope it's good...
mcbain23
26/11/09 @ 11:55
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.. holds out hope for an update to Wolfie:ET one day.. just some new maps and textures, pretty please :)
Ziggy_badMonkey
26/11/09 @ 12:37
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Quake Wars - Enemy Territory was developed by Splash but published by Activision and was ID IP.
Brink is Bethesda published.
So you'd have to ask Acti & ID wyy there has been no support ! Splash don't work with ActiBlizzard at the moment.
magicpocket
26/11/09 @ 12:46
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Because they're making their own game and not an id or Acti one?
Grom
26/11/09 @ 14:16
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Eurogamer: To stop veterans being vastly more powerful than newcomers in Brink you've limited active abilities to three. Am I not going to feel hamstrung, assuming I play the game an awful lot, by my character not being more powerful or special than someone who has just bought the game?

Ugh, fuck that question. Why should games artificially inflate the already huge gap between an experienced player and a newbie? What crazy purpose does it serve to fuck newbies over even more? How many people have joined a COD server and just been spawnkilled until they vowed never return?

Maybe instead make your game so compelling and deep with actual learned motor skills and benefits of experience that people don't need some awful MMO-lite system which gives you magic guns that fire round corners. Just because something works in an MMO doesn't mean it'll work in all other online multiplayer games. There are no newbie areas on a peer-to-peer gaming service.
YourMessageHere
26/11/09 @ 16:36
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There's just nothing about this that seems to make it at all special. I can't find anything wrong with it per se, I really can't, but I just cannot shake the impression that they are reinventing Quake III/Unreal Tournament in a blander and slightly more accessible. Singleplayer and multiplayer are so far apart as experiences that unless the singleplayer is simply multiplayer with bots, there's no way they can get this to work. I can't imagine anyone into singleplayer will bother to get this if it is like that, because really, singleplayer Quake III or UT isn't really that rewarding. Another thing - it looks painfully generic to me, good engine and all that but really dull use is being made thereof.

Am I not going to feel hamstrung, assuming I play the game an awful lot, by my character not being more powerful or special than someone who has just bought the game?

You certainly shouldn't - this is an FPS. The way multiplayer FPS is supposed to work is that everyone has the same chances when they enter the server - all the currently popular philosophy of online unlocks, persistent perks and all that associated shite just serves to make the experience worse for the newer player, meaning that if you don't get the game at launch, you're screwed. The playing field has to be level, and there has to be balance. What should make your character special is simply that they are yours - that's why customisable character appearance is so important.
Ryuken
26/11/09 @ 17:32
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"we are so early in development" and "out in spring 2010", hmmm... :)

Curious about this one, they certainly got a big challenge ahead of them to make their campaign-style multiplayer more pick-up-and-play.
Lukey__b
26/11/09 @ 19:20
#11
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First off, I am not a COD fanboy. It's just my MP fix every now and then.

Anyway, in my opinion the COD games have done it quite well with the weapon unlocks, perks and the kill spree unlocks in CODMW2. I personally think they give you the best weapons from the off or after not playing long (I always use them and finish in the top 3 most times) and the perks you get are the same... you start with good ones for a newb and the ones I pretty much stick with are unlocked within an hour or so.

Battlefield BC is the same again. Best stuff you unlock straight away.

What that kind of system does do though, is slowly increase your options and toys you can play with so that, as a new player, your not overwhelmed. Its also nice to feel that you are progressing and get some new toys to play around with.

So yeah.... I don't think it makes any gap between new players and veterans. Not saying that it doesnt happen in other games, I just don't think that that kind of system is inherantly flawed.
hahayou
26/11/09 @ 20:37
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@YourMessageHere

You should try Quake Wars, which is what they're reinventing. It's totally different to Q3.
rotmm
27/11/09 @ 05:13
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Seeing this demoed at the EG Expo raised my anticipation levels for this title considerably.
Ziggy_badMonkey
30/11/09 @ 22:34
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