Interview Page 2
Q: A major feature of ET is the objective based system, where teams don't just fight each other or fight for flags, but attempt to disable the enemy team's tank or repair water pumps to clear a secondary route to the enemy base. Was this a goal from the outset, or did it come up during development? What kind of challenges did you face in trying to implement this?
Actually objective-based game-play, constructions, and several of the “new” Enemy Territory features already existed in Return to Castle Wolfenstein’s original multiplayer design document (created by id and Nerve). Using this original design as a base, we worked towards making the objectives in Wolfenstein: Enemy Territory more plot-based – to the point where the whole map is built around the objectives and mission story. For example, in the map Rail Gun (based on Operation Dora from World War 2) the Allies have to stop the Axis from loading and firing a huge gun. In the process, the Axis team must move a tug around the map to collect the shells and transport them to the gun. In another map, Gold Rush, the Allies must steal and then escort a Jagdpanther tank through narrow streets in an African town in order to steal gold from a bank in the town square, while the Axis team tries to impede their progress by constructing barricades.
![Enemy Territory Review/Interview [ Long-distance shelling @ 800 x 600 ] > View Full-Size in another window.](images/19-s.jpg) Long-distance shelling
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![Enemy Territory Review/Interview [ 4 seconds to respawn @ 800 x 600 ] > View Full-Size in another window.](images/20-s.jpg) 4 seconds to respawn
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![Enemy Territory Review/Interview [ GARGH @ 800 x 600 ] > View Full-Size in another window.](images/21-s.jpg) GARGH
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We all liked the ideas of “mobile objectives” and changing battlefield conditions throughout play by having teams build new structures, since it brings so much more of the map into play and continually forces teams to modify their strategies. Creating this new depth in the objective-based gameplay required some new technology that would allow us do things like have tanks move slowly on predefined paths, or allow teams to construct buildings and bridges in the midst of combat.
Q: How close has Enemy Territory's multiplayer come to the original vision you guys had in mind? What kinds of changes has multiplayer seen during development, and since the test?
First, the vision for Wolfenstein: Enemy Territory is really based on a number of ideas that were in the original RTCW multiplayer design document that id and Nerve put together. It was incredibly valuable to have that base, and the final ET design was a great collaboration between id and Splash Damage. The game turned out much like everyone had envisioned, but as with any game, the actual game-play itself has been constantly refined and balanced throughout production, with many new features being introduced that weren’t in the original game design document.
![Enemy Territory Review/Interview [ OMG Light weapons skill ownage @ 800 x 600 ] > View Full-Size in another window.](images/22-s.jpg) OMG Light weapons skill ownage
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![Enemy Territory Review/Interview [ The naval gun @ 800 x 600 ] > View Full-Size in another window.](images/23-s.jpg) The naval gun
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![Enemy Territory Review/Interview [ She's a biggie @ 800 x 600 ] > View Full-Size in another window.](images/24-s.jpg) She's a biggie
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The main reason for this, is that the project evolved naturally, rather than have it constrained to only the ideas in the initial design document. We were able to quickly get basic systems working on the RtCW base and then start tweaking the systems right from the early months of the project. We played matches with id and Activision that helped us not only keep improving the game, but also keep everyone in synch with the direction. It was particularly valuable to have id, and particularly Kevin Cloud, so involved in the daily workings of the project. With id so involved, the development process worked much like it does for their own internal development, which again allowed features and gameplay to evolve very naturally, through tons of play-testing and discussions (and ICQ chats) about features and balancing.