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HereticII.com
- What do you look for most when playing a game? How has that affected what
you contribute to the making of Heretic II?
Dan
- I look for entertainment. It has got
to be fun and engaging. Those are my only
prerequisites.
Mike - The Fun Factor. If it sucks
I don't play it.
Tom - Laughs.
MRJ - Good graphics and some semblance
of a story line.
Matt - It's gotta look good first.
Then, some intriguing events that keep
me interested. Oh, and breasts.
Tom - Playability and a good story
line.
Jon - Ummm... yeah.
HereticII.com
- Hexen II introduced a major hub system,
with puzzles stretching between hubs. At the
same time, Hexen II provides lots of action.
Tell us about Heretic II from this standpoint.
Should we expect tough puzzles? Is the game
centered on action? Or is it a sprinkling of
both? Will we be seeing a hub-related game
as in Hexen II?
Dan
- What else can I say? The puzzles are
cool because they make sense, they are
not random meaningless puzzles. They fit
with the environment and have some kind
of connection to the overall story line.
Jon - The puzzles are streamlined
a lot more from Hexen II. They will be
more akin to those in the mission pack.
There are some hubs, but not like in Hexen
II.
MRJ - There is much more action
than in Hexen II.
Mike - The puzzles are harder than
Quake II, but are not like Hexen II.
Matt - They make sense to the context
of the level.
Tom - Yeah, context.
HereticII.com
- What goes into balancing the game? That
is, making it hard but not too hard, how smart
the AI is, and how difficult you make the puzzles
to solve?
Dan
- Holy Cow! (do people still say that
or am I dating myself?) This is really
the tough part of making the game fun
because what is hard to one person might
be a cake walk to the next. We have had
some people come in and play the game
(people that have not seen it before outside
of maybe screenshots). This gives us a
pretty good handle on what people expect
and what they want out of how difficult
the game is. (By the way MRJ wasn't lying...
he does like to kill the player :-) just
kidding, maybe...)
MRJ - No balancing, kill the player.
Matt - NO MERCY!
MRJ - OK, I lied.
Tom - If I can get through it,
it's good enough for me.
Jon - Yeah, Tom sucks at games.
Mike - If you die two seconds into
the level, it's probably too tough.
Jon - Seriously, we play the game
a lot to make sure the balance is there.
We also let our artists try playing it.
They suck more than Tom.
HereticII.com
- Having such a broad fan-base must make
it hard to successfully address all these issues.
Some prefer the puzzle challenges, while others
don't want to bog down the action with too
much "dull" thinking. What approach do you
take to make this "everyone's" game?
Dan
- We knew from the get go that there would
be some controversy when we changed the
approach to the game, but like Jon said,
we are making a game that we want to play.
We are all gamers and we know what we
think is fun. There enough of us here
that we get a pretty good slice of what
gamers think is fun.
Jon - We don't make everyone's
game. We make a game we'd like to play.
Matt - I think we go for a nice
mixture of puzzle and action to make everyone
happy.
MRJ - Make the puzzles interesting
to keep the puzzle guys interested, but
simple enough so the action guys don't
get pissed off.
Mike - Yeah, what he said.
HereticII.com
- The saga of the Serpent Riders was a great
story and was a major part of the plot/gameplay
in Raven's past releases. Was it nice to "break
away" from the Serpent Riders storyline and
introduce new elements to the plot? Is there
anything you miss, or wish could have been
included in Herectic2 that is Serpent-Rider-related,
but can't now because the situation has changed
from the past 3 games in the series?
MRJ
- There are some references to D'sparil,
but other than that, I'm not sorry. I'm
tired of them.
Mike - Who are the Serpent Riders?
Tom - It was nice to get away from
them for a while.
Matt - I wanted the Lorethane from
Mageslayer. :)
MRJ - Wasn't the Serpent Rider
a Traci Lords movie? Ha, Ha.
Dan - It was time to move on. The
route we chose allows us to get the tie
in feel of the other games, but gives
us a dramatically different story. A lot
of the crew on Heretic II were not around
for the original Heretic (myself included)
so it is a fresh perspective that makes
it such a good sequel to the original.
I'm with Matt - I liked the Lorethane.
HereticII.com
- The games of the late '90s have had a
major surge in online, MultiPlayer environments.
This has become a staple of successful games,
and a lot of gamers almost won't even buy a
game without good MultiPlayer setups. There
has been a lot of talk concerning the work
that has been put into making Heretic II playable
over TCP/IP (internet) connections. Will we
be seeing a lot of MultiPlayer/DeathMatch content
within Heretic II in terms of many DM levels
and support in addition to a great SinglePlayer
game? Will Raven release additional levels
after the initial release of the game?
Dan
- This has been a long time goal of the
project. Multiplayer support is so important
for the longevity of a game. Look at TA
and Quake II. Both of these games have
just oodles of add on stuff available.
Since we are using the Quake II engine,
we are wide open for user mods as well
as posting new maps of our own. We are
shipping the level editor with the game
so everyone will be able to just jump
right in and start making their own stuff.
Matt - Yes, we hope to.
Mike - Thank you, may I have another.
Jon - There will be 4 or 5 levels
release with the game, and almost all
single player maps will be playable in
DM.
Tom - Sure, I'd love to do some
DM levels for the 'net.
HereticII.com
- What is your favorite aspect in Heretic
II, generally?
MRJ
- Decapitating people.
Tom - The 3rd person view is a
lot of fun. Quit worrying about it. DM
is a blast.
Matt - Deathmatch = fun.
Mike - The fun factor.
Jon - Listening to these guys try
and answer questions.
Dan - Gore, blood, decapitations,
dismemberment, and did I say Gore...
HereticII.com
- What is your favorite contribution to
the game as a whole?
Mike
- Ummm...
Tom - Huh?
Matt - What?
MRJ - Coming up with creature names,
with nobody's help. Which is why some
of them are stupid.
Mike - Re-writing the physics.
(Jon's note: He didn't really re-write
the physics.)
Tom - Building things that piss
off the programmers.
Matt - Building and playing DM.
Mike - Making the game too hard
for people who can't "play better".
Jon - I agree.
Dan - Writing the story ....
HereticII.com
- Can you offer any sort of "sneak-preview"
descriptions of the boss monsters?
Dan
- My lips are sealed.
Tom - There's boss monsters?
Jon - They're "Top Secret".
Matt - Wear "Depends".
MRJ - No.
Mike - They're comin' outta the
'booth!
HereticII.com
- How big will Heretic II be, both in terms
of the number of levels and also the expected
average single player gameplay time? How many
deathmatch levels will be included in the full
version?
MRJ
- 15 minutes.
Tom - A CD is 5" in diameter.
Jon - There will be 24 single player
levels, 4 or 5 DM only levels, and some
tools to make your own.
Mike - Lots o fun.
Matt - Long enough for you to thoroughly
enjoy it and come back for more!
Dan - I like Tom's answer, but
he forgot about the box... Really the
expected play time really depends on the
player. If you explore and look around
the levels, there are a lot of things
to see, and some of the levels are just
gigantic. If you just plow your way through
and don't pay any attention to the game
at large it will be a shorter (and probably
a less rewarding) experience for you,
but then that is why you have deathmatch
isn't it...
HereticII.com
- Thanks a lot guys, for taking the time
to answer all of these questions. Credit and
a big thanks go out to JackStraw for contributing
to the assembly of the questions. Credit also
to Ancient1 for partial contribution, and to
Phoebus for getting this whole thing organized.
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