Multiplayer, AI, and more
FiringSquad: In terms of online multiplayer, what features and modes will be available?
Michael Booth: Left 4 Dead is designed as a co-operative experience from the ground up. As such, all modes and features are available on- and offline. In addition, we're working with Valve to expand Steam and Source's out-of-game features, adding stats and ranking functionalities. So, your L4D successes (and failures) will go down on your permanent record and travel with you from server to server, building up a kind of "reputation" for others to see.
FiringSquad: How will the game's AI work when a person plays a single player game of Left 4 Dead?
Michael Booth: At the core of Left 4 Dead's gameplay is a set of technologies we refer to as "The Director." Whether you're playing a game with 8 humans filling out the available roles or playing in "single player" mode, The Director is in charge of monitoring the pacing of the game. So, for example, if your team has been bombarded with Infected hordes and bosses, The Director will schedule a break in the action. If your team is chewing through Infected like bubble gum, The Director will send a few Boss Infected your way, and so on. And all of this is done procedurally to insure no play sessions are alike -- there are no triggers, generators, special flags, or other human-placed information in the environment that specify where to place the Infected. As a result, the Survivor team can never predict when or where they will encounter anything.
FiringSquad: What other unique gameplay elements will Left 4 Dead have?
Michael Booth: As one of the first titles developed expressly as a co-operative experience, we've included several subtle gameplay elements unique to L4D that we've found to be very successful with players. These include the ability to revive a fellow survivor, helping someone hanging from a ledge, shooting off the tongue of a Smoker attempting to asphyxiate one of your friends, knocking a Hunter off of a friend who he has pinned to the ground and is shredding to bits, and sharing items with teammates. Other cooperative systems include an integrated voting system, and a context-sensitive vocalization system that enhances communications between Survivors.
FiringSquad: Are there any new graphical features that are being put into the Source engine for the game?
Michael Booth: In addition to the new stats and ranking features, we're also working with Valve to include support for multi-core processors. We've added physics-based animation to Source for things such as the Boomer's jiggly belly full of blood, flexible hair that moves naturally, and floppy bits of clothing. We're also leveraging the new particle system coming to Source for enhanced effects. That's just some of what's coming in the first release.
FiringSquad: After the game is released on the PC will there be any additional content released for Left 4 Dead as has been the case for Counter-Strike Source?
Michael Booth: Absolutely. We already have ideas for additional missions, features, and content that we hope to ship in future releases/updates to Left 4 Dead. In addition, an L4D-specific update will be made to the Source SDK so members of the community can make their own missions, characters, and L4D MOD content.
FiringSquad: The game is also due out for the Xbox 360 several months after the PC release. Are there any plans to support Microsoft's plans for Live Anywhere and have players from two versions play against each other?
Michael Booth: We haven't yet revealed any details regarding the 360 version just yet. Please stay tuned for more.
FiringSquad: Finally is there anything else you wish to say about Left 4 Dead?
Michael Booth: Everyone at Turtle Rock Studios has been excited to see the encouraging feedback from the growing Left 4 Dead community. Thanks to everyone for their interest and suggestions, and keep them coming!