Paul Wedgwood on Quake Wars modding, gameplay longevity

And no, it’s not done yet. id Software‘s elusive Enemy Territory: Quake Wars is still in development by a trio of developers, including Nerve Software, Z-Axis and Splash Damage, each one catering to a different gaming platform (the PC, the Xbox 360, and the PlayStation 3). If you haven’t heard the news yet, Quake Wars went multiplatform after id Software slapped buckaneers’ hands for making them do it.

Enemy Territory: Quake Wars for the Xbox 360, PC and PlayStation 3 from id Software - Image 1 

Splash Damage is responsible for the PC development side, and have been in close collaboration with the other developers and with id Software to solve problems occurring on each platform. It’s starting to become a ping-pong game of favors, as Splash Damage’s Paul Wedgwood revealed:

We do as much as we can to support their focus, but Splash Damage is not an experienced console developer. When it comes to queries about the engine or what we can do to optimise the game for those platforms we’ll do that, and in return companies like Nerve Software (working on the 360 version) are helping to develop two of the maps. So it’s a very collaborative process.

Currently, Wedgwood has highlighted in an interview with CVG that the game was designed with a focus on “map uniqueness.” Going unique all the way, it seems that Splash Damage won’t be focusing too much on vehicles to add more longevity to the game.  As Wedgwood said, “We’ve always had this design philosophy that you shouldn’t nerf gameplay in an attempt to make gameplay more accessible. We wouldn’t want to make something simple just to attract more players.”

So players specializing in a certain profession should have more than one way of climbing up the ranks, even if they don’t fire a single shot. Wedgwood also revealed that maps in Quake Wars highlight the turning points in the Human vs. Strogg War, just so objectives can be outlined on who is defending and who should be attacking. Modders rejoice, because Splash Damage is planning to also serve your needs well. Wedgwood said:

As soon as we’re done with the PC version we’re going to be working on the SDK which is really releasing the source code, the documentation that we’ve maintained over the last couple of years, the artistic media level designers are going to want for putting together big megatextures and getting that out into the community so that mod makers and level designers can get a start on creating their content. Once we’re done with that we’ll look at the plans that Id Software has.

Via CVG

And no, it’s not done yet. id Software‘s elusive Enemy Territory: Quake Wars is still in development by a trio of developers, including Nerve Software, Z-Axis and Splash Damage, each one catering to a different gaming platform (the PC, the Xbox 360, and the PlayStation 3). If you haven’t heard the news yet, Quake Wars went multiplatform after id Software slapped buckaneers’ hands for making them do it.

Enemy Territory: Quake Wars for the Xbox 360, PC and PlayStation 3 from id Software - Image 1 

Splash Damage is responsible for the PC development side, and have been in close collaboration with the other developers and with id Software to solve problems occurring on each platform. It’s starting to become a ping-pong game of favors, as Splash Damage’s Paul Wedgwood revealed:

We do as much as we can to support their focus, but Splash Damage is not an experienced console developer. When it comes to queries about the engine or what we can do to optimise the game for those platforms we’ll do that, and in return companies like Nerve Software (working on the 360 version) are helping to develop two of the maps. So it’s a very collaborative process.

Currently, Wedgwood has highlighted in an interview with CVG that the game was designed with a focus on “map uniqueness.” Going unique all the way, it seems that Splash Damage won’t be focusing too much on vehicles to add more longevity to the game.  As Wedgwood said, “We’ve always had this design philosophy that you shouldn’t nerf gameplay in an attempt to make gameplay more accessible. We wouldn’t want to make something simple just to attract more players.”

So players specializing in a certain profession should have more than one way of climbing up the ranks, even if they don’t fire a single shot. Wedgwood also revealed that maps in Quake Wars highlight the turning points in the Human vs. Strogg War, just so objectives can be outlined on who is defending and who should be attacking. Modders rejoice, because Splash Damage is planning to also serve your needs well. Wedgwood said:

As soon as we’re done with the PC version we’re going to be working on the SDK which is really releasing the source code, the documentation that we’ve maintained over the last couple of years, the artistic media level designers are going to want for putting together big megatextures and getting that out into the community so that mod makers and level designers can get a start on creating their content. Once we’re done with that we’ll look at the plans that Id Software has.

Via CVG

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