UK based NiCE Tech Ltd recently announced their plans to license their own MMO engine technology. Now the company has announced plans to develop their own game using the technology, a car combat title called Carnage. FiringSquad got a chance to chat with the game's designer and producer Jamie Barber to find out more about their plans for Carnage.
FiringSquad: First how did the idea for Carnage come about?
Jamie Barber:
Our Senior Agent Engineer, Mark Ashton, has had the basic concept for
Carnage running around inside his head for a number of years - we were
looking at creating two quick prototypes to demonstrate our technology and
we decided to use Carnage as one of them.
FiringSquad: Obviously some people are going to compare this game to AutoAssault. What
will make this game stand out from NetDevil's title?
Jamie Barber: Having never played Auto Assault my main comment would be that Carnage is
not a quest based RPG rather it's an arcade car combat title where players
go head to head in a variety of arenas.
FiringSquad: What can you tell us about the fictional back story for the game?
Jamie Barber: The back story is straightforward and sets the scene of the title, after
all, Carnage is not an RPG:
"Welcome to "Carnage", the global sport of the new millennium, an adrenaline
fuelled combat frenzy watched by billions of avid fans. The world's best combat drivers showcase their skills in vast arenas
providing an explosive experience for the masses, earning fame and fortune
by going the extra mile. Can you match their expertise? Can you control the power at your feet and
the weaponry at your fingertips and survive the onslaught to stand tall
above the rest? To be the best takes skill, courage and an ingrained sense of survival, you
have your chance, you have your ride and now it's up to you to make it
count."
FiringSquad: What kinds of vehicles will be available and how much will the player be
able to customise it?
Jamie Barber: The long term aim is to continuously add vehicles, of many varieties to the
mix. Players gain experience from combat and winning matches which feeds
back to their avatars ability to access new technology to build and
customise their vehicles, whether that be chassis types, modules or
weaponry.
Each game that players join has a rank and point's limitation, every piece
of equipment has an associated points cost so players have to build and
balance vehicles to these limits. Each chassis that we develop will each
have two possible body shells for it, each with their own individual style,
load out options and weapon hard points. Players can choose the type of
vehicle, the chassis, the body shell, wheels, armour, weaponry, special
equipment and colour scheme.
My current favourite is a low slung mid-engined roadster, but I'm looking
forward to driving the tractor ;)
FiringSquad: What sorts of weapons will be available for use in Carnage?
Jamie Barber: Lots, you name it and we've probably catered for it. We've basically
divided the designs so that we categorise them by damage type, whether
kinetic, electrical or explosive. We have indirect weapons like mines and
mortars, direct fire weapons like rail guns, chain guns and lasers and
explosive / area of effect weapons like howitzers and cluster bombs. The
weaponry available will be continuously added to over time.
FiringSquad: What will the arenas be like in the game?
Jamie Barber: Each arena is based within a specific global location and is themed
accordingly. The arenas vary greatly in design with some being closed in
affairs with interlinked levels whereas others are expansive and based
around city blocks and air fields for example. Each arena has key
interactive features for players to learn and use to their tactical
advantage and to the detriment of their enemies.
FiringSquad: How will the actual combat be handled?
Jamie Barber: Weapons mount in various ways and as previously mentioned have different
properties. Many vehicles have the ability to mount a turret which can lock
on to and track an enemy vehicle whereas other weapon mountings provide
different arcs of fire, weapons can be individually fired so that players
can control where and when they want their ordnance to go.
FiringSquad: What sort of persistant features will Carnage have?
Jamie Barber: Player Avatars are persistent in the Carnage universe and with time and
experience these will increase in rank, allowing players to be matched in
skill and opening up new arenas, game types and equipment within the game.
Players have persistent statistics that are catalogued on a central web
server and these can be viewed by everyone, stats monitored include kill to
death ratio, kills per hour and time played.
FiringSquad: What other interesting features will the game have?
Jamie Barber: I think that Carnage, although relatively straight forward is a pretty tight
game and currently unique in what it has to offer in that it allows a huge
amount of concurrent players to compete in a single arena, in a vehicle,
with collisions in real time. The fact that you have all of the car design,
building and tweaking to play with is a massive bonus. We have a variety of
game types on offer although I won't reveal them all here, we obviously
support death match and team death match though.
FiringSquad: What can you tell us about how your in-game tech will be used to make
Carnage?
Jamie Barber: Carnage utilises our proprietary server technology and as such players will
not have to host their own servers, this allows us to maximise the numbers
of people in the game and provide a reliable, fast gaming experience.
Our technology is basically game independent which means that whenever we
implement a new system, our dynamics system for example - all of the
projects that we have benefit from it. With Carnage most of the systems
required to create it are already in place so we achieved our core game play
prototype in approximately 3 months from initial concept. This allows us to
focus on balancing and content creation whilst the other systems are put
into place. Traditionally this step could have taken a lot longer to
achieve with traditional methods.
FiringSquad: Are there any more projects that Nice Teck are planning to develop?
Jamie Barber: We're currently working on a sister project to Carnage called One Trillion
Dollars, which is the second prototype that we embarked upon. O.T.D. is a
comedic FPS that combines the humour of films like Austin Powers with gaming
experiences reminiscent of Spy Vs Spy. It's an FPS with a sense of humour
that doesn't take itself too seriously but focuses on the intelligent use of
interactive equipment and scenery features as much as the weapons on offer.
FiringSquad: Finally is there anything else you wish to say about Carnage and Nice
Tech in general?
Jamie Barber: Carnage and OTD are marked departures from what we've all done before and
we're thoroughly enjoying working on the titles, they're proving to be a
fantastic proof of concept for our technology and when you can enjoy playing
a game so early in its development that has to be a good thing.