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GC: So how far are you taking it in terms of them having individual abilities and weapons? Are they going to be Overwatch style characters that are almost like from a fighting game?
TW: So this is how we approach it, because that is a really good question. At its heart we knew that we had to make a real Quake game. You play the game the same way. Now, we have passive abilities and we have active abilities. And we know that people play first person shooters differently. Some people love the strafe jump, some people don’t rocket jump, some people don’t use air control, and some people are more aggressive or defensive.
So you could pick a character that has some passive abilities, maybe one that’s a little faster, say, that fit with your play style. Then you take that active ability and that’s what you use in specific situations, but it doesn’t change the way you play Quake – which is important. And we were nervous to put the champions into the game.
But we have a testing lab at id and we had PC-only Quake Live fans come in and we’re like, ‘Here you go, play it!’ And they really embraced the champions, they felt like it was additive experience – it didn’t detract – and they actually said at the test, ‘Yeah, you need even more’. And they gave us some ideas of different abilities different champions could have, so we felt good after running some tests through a lab.