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E3 2008: Left4Dead Interview. New Graphics, Weapons, and Steam Achievement Details

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MPC: In your playtests do you find that one side wins more frequently?

MB: That’s where it gets interesting. I’m confident that we’ve got the game mechanics reasonably well-balanced so it comes down to the skills of the players. Just like in Counter-Strike, if you have a clan playing on the T’s and a bunch of random people from the net playing on CT’s, they’re going to get owned.

MPC: What’s the kind of play time to get through a level. I know it varies wildly depending on skill levels but are we looking at something like 30 minutes or an hour? Is it more like a WoW raid or is it like a pickup game of TF2?

MB: I would say more a WoW raid. If the team knows what they’re doing they can get through a campaign in about 45 min but that varies wildly. I mean we’ve had like company-wide play tests where some people took 2.5 to 3 hours, because if the survivors all die they roll back in time to the safe house checkpoint and at the (health and ammo) state they were at too. Some people had to retry sections of the map, especially the finale, since it can take some folks a few times to get through.

But that said, we also have AI controlled survivor bots as well so you can play alone and the rest of your teammates will be controlled by the AI. The nice thing about that is friends can drop in or out at any time and be replaced by a bot (or replace one).

MPC: Will the game run on dedicated servers or will it be an Xbox style local host? What do we need to have set up to get the best experience for us and 3 to 7 of our friends?

MB: All I can say right now is we’re investigating some really cool stuff with servers and hosting. Making it easy is a primary focus. Making it clear for you to jump in and play with the optimal experience right out of the box.

MPC: Because we might not necessarily be playing a pick-up game TF2 where you can jump into any server and have fun by ourselves.  We want to play with our friends and not necessarily want to pay 10 bucks or 20 bucks a month for an 8-person server.

MB: Yes definitely. You should not have to pay 8 or 10 bucks a month to play on a server to have a good experience.

MPC: We saw at the end of a mission there are rankings and you get feedback from the game. Can you talk about that and maybe a little bit about the Steam achievements?

MB: Yeah well we’re going to have a full set of achievements for both the PC and the Xbox 360. If you look at what TF2 is doing with their achievements you’ll have a pretty good idea at the kind of things we’re going to do for Left4Dead.

MPC: Any hints as to what the achievements might award?

MB: Well I will say that we are definitely going to focus more on altruistic and teamwork sort of achievements so you’d be recognized for the kinds of things we want you to be doing in the game. But there’s also going to be some other ones that are tough to do. I can guarantee you there’s going to be an achievement of starting and escaping a scenario without getting hit by an infected.

MPC: So that’s an achievement you might have to farm.

MB: It’s going to be tough, especially since we also have dynamic levels which are kind of unique for a multiplayer game. We’re figuring that out how this is going to play into the achievement system.


MB:
The feedback system we originally had was this really deep system of awards and merits and all this other stuff. There was a lot of data there but through play testing we found that people just didn’t care about that data. It was kind of information overload, and more importantly, it was kind of obscuring the salient things we really wanted people to notice.

MPC: Like if you shot friend in the face 20 times.

MB: Yeah so we want to highlight the good things and we want to encourage teamplay.  But, for example, instead of a friendly fire demerit the game will mention things like least damage to friends and that’ll be a ranking. So you can look at yourself and if you’re at the bottom of the list, that’s bad.

MPC: Yeah we wouldn’t want you on our team again.

MB: Right and it rotates through those rankings. It tries to pick a handful of the most interesting things that happened to show you. Like most headshots.

MPC: Kind of like at the end of a Rock Band round.

MB: Exactly. In fact, the game does rate your team with 5 stars as well. In essence what we’re trying to do is give the team valuable feedback and we try to boil it down to “you did really well,” “you did ok,” or “you should try different tactics next time.”

 
MPC
: Where does the difficulty kind of cap out? If we sit down with our mom and grandmother then obviously it’s going come in pretty easy. What happens when I sit down with guys who are at the top of the world? Are we just going to get infinite spawn of zombies?

MB: The fundamental thing that’s going to drive that in the coop mode is the difficulty setting you choose. There is sort of a bottom difficulty, and the director can only compensate so much. But on the top end so we have Normal, which is basically the introductory experience. We have Hard which is just a good solid experience for seasoned players. There’s also Expert difficulty which is for pretty hardcore folks.

And then we have Impossible difficulty because it never fails. I remember Counter-Strike bots in particular. It didn’t matter how hard I made those bots I kept getting emails saying “dude they’re too easy.” So Impossible is the mode for bragging rights. And what basically changes between those modes is how much damage you take from the various attacks. So the mobs don’t necessarily get bigger.

MPC: How much more damage they deal as well?

MB: How much damage they deal to you fundamentally. Some of them do change, like the tank. The tank gets tougher. He can absorb more damage. But at the same time he can deal more damage. Like on Impossible he hits you once and you know you’re done.

MPC: Like in a real-world zombie scenario, when they have their arms on you that’s not going to end well.

MB: No, you know if I reached across the table and clocked you as hard as I could that would hurt a lot

MPC: Definitely. You’re much bigger than we are. We don’t want any of that.

COMMENTS
avatarDudes, if it's half as fun

Dudes, if it's half as fun as a good game of Zombie Master, I'm there.

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avatar"The nice thing about that

"The nice thing about that is friends can drop in or out at any time and be replaced by a boy..."

Now THAT'S some innovative gameplay mechanics!  lol 

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avatarfixed, thanks.  -- Norm

fixed, thanks. 

-- Norm

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