![]() I was always confident that the game design and art direction would do the gameplay and universe justice, but less confident about technology. However, ETQW would be Splash Damage's first full commercial project, with little commercial development experience, and unlike Wolfenstein: Enemy Territory, no existing game, engine or art assets to use as a base. My good friend Kevin Cloud (co-owner of id Software and creative director on ETQW) and I started working together on the high concept for ETQW back in the summer of 2003 (right around the time our two companies finished Wolfenstein: Enemy Territory together).įor both of us, the vision of ETQW's gameplay and universe was pretty straightforward We'd lived and breathed Wolfenstein: Enemy Territory together for a year and a half, and had a million ideas for building on Enemy Territory's teamplay today, this remains our shared obsession. In today's diary I discuss the challenges Splash Damage and id have overcome in building an advanced multiplayer game engine that features the new "MegaTexture" technology, brute-force rendering, advanced vehicle physics and stream-lined networking, all with the goal of significantly improving player immersion, and ultimately, gameplay. QuakeCon attendees seemed to quickly grasp the game's focus on teamplay, and few of them needed an explanation about who the Strogg were (and therefore why the teams are asymmetrical), but with the exception of mod-makers and other developers, most were surprised by our assertion that we started with the DOOM 3 engine. Surprisingly, the commonly asked questions were about technology. Yet despite this, the greatest moment for me was to finally witness the multiplayer gaming community play Enemy Territory: Quake Wars. What started out as a simple LAN party is now a celebration of all things id Software - the gaming, tournaments, mod-making, presentations, crazy costumes, parties, the debauchery and all the entertainment they laid on - it was all perfect. I've witnessed QuakeCon really evolve in the seven years that I've now attended. ![]() QuakeCon 2006 and Attendees' First ImpressionsĪs always, QuakeCon 2006 was simply amazing. In the second installment of our Quake Wars developer diaries, Splash Damage owner and lead designer Paul 'Locki' Wedgwood offers his thoughts on QuakeCon feedback, and shares some insights into using the advanced technology created for the game. This August, GameSpy made its annual pilgrimage to QuakeCon, where thousands of Quake and DOOM fans gathered for four days of fun, games, tournaments, and special hands-on opportunities with games like the upcoming Enemy Territory: Quake Wars. ![]()
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