Summary: JCal talks with Oleg Yavorsky about their soon-to-be-released game, S.T.A.L.K.E.R.
FiringSquad: First, S.T.A.L.K.E.R. is finally in the closing stages. There were some rumors of some problems during the game's development. Can you shed some light as to the issues that crept up in the years since the game was first announced? Oleg Yavorsky: It isn’t easy to single out specific issues, and a lot is tough to implement in such a massive project. It would be just to say that the toughest feature to do was AI, but despite the difficulties, we managed to make it lively and dynamic.
FiringSquad: Some people still might feel that setting a game around the city Chernobyl is risky due to the real nuclear disaster. Why use the real city as the setting for the game rather than make it a fictional setting? Oleg Yavorsky: We treat the Chernobyl tragedy very carefully and we went back and forth for a long time before setting the game there, as many may be offended by carelessly playing with others’ tragedies. It was only after we made sure that we were able to deliver the right mood of the Chernobyl tragedy, without hurting someone, after we understood that we can make a warning game, a game bearing traces of the true accident which consequences we all observe, that we cautiously used the Chernobyl zone in the game. FiringSquad: With Vista and DirectX10 now launched, some people are wondering if the game will have a Vista DirectX10 upgrade. Can you give us any specific word on any plans for an DirectX10 version and if so what will be included? Oleg Yavorsky: At the point when the DX10 software and hardware tools became available we already had our feature list closed. It’s impossible to keep working on the code until the very last moment. At some point you have to stop to do only testing and optimization.
FiringSquad: There hasn't been much word on a demo for S.T.A.L.K.E.R. yet. Are there any plans to release one and if so what will it contain? Oleg Yavorsky: We plan to launch a multiplayer demo of the game shortly before the release. Details will be known a bit later. At the moment we’re holding the beta trial of the game. Please, keep your eye on the game’s web-site for further announcements.
Oleg Yavorsky: This will depend on how successful the original S.T.A.L.K.E.R. is and the publisher’s decision. FiringSquad: Will there be any additional content (levels, weapons, etc) to be released via the Internet following STALKER's release? Oleg Yavorsky: We have already created some extra content which includes several new multiplayer maps and character skins. Those will be spread through media and some other ways. Details will be announced by THQ. FiringSquad: Will there be any mod tools released for the game? Oleg Yavorsky: We intend to provide the X-ray modSDK several months after the game’s release.
FiringSquad: After S.T.A.L.K.E.R.'s release can you tell us about GSC GameWorld's plans for the future? Oleg Yavorsky: The ideas and efforts we have invested primarily into creating S.T.A.L.K.E.R.’s AI and A-Life system are seen by us as only the beginning of a great concept which bears a lot of potential for the future. We’ve gathered a team of hardened professionals eager to continue developing those ideas and bring them to an even more impressive level. FiringSquad: Finally is there anything else you wish to say about S.T.A.L.K.E.R.? Oleg Yavorsky: As we get closer to the release of the game, we are getting more and more excited to finally see S.T.A.L.K.E.R. out and get other people to play what we’ve been working on for years. We are very thankful to all the fans out there that have been with us and supported the game, and we hope everyone will keep in touch about S.T.A.L.K.E.R.
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