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Luckee
was able to recently sit down with members
of the Giants: Citizen Kabuto development
team for an interview while on his trip to
Comdex. the following is a transcript from
that interview.
Luckee:
Who came up with the idea?
Tim: Actually
this was started by Planet Moon, the
original developer of MDK, who was started
by our subsidiary company Shining.
They are the guys doing Sacrifice
right now.
But the original MDK team went off
and started their own company called the
Planet Moon Studios, which are the
developers of Giants.
It really started with Nick Brudy and
Bob ??, sorry I can’t remember Bob’s
last name.
The
story takes place on this planet that the
guys crash land on.
As soon as they are on this planet
they realize there is all of this
politicking going on. The smarties are kind of a mix between your B sources and
your peasants from your normal strategy
games.
You use your smarties who are like
the oppressed-race in Giants.
So the Mech got there and they try to
liberate the smarties.
When they liberate the smarties they
find out that other people live on this
planet as well.
These people are called Seareapers,
whose people are more or less evil. One of the Seareapers, named Delphi, doesn’t go
around listening to the same dogma that most
of the Seareapers are making her prescribe
to. Because
of this she ends up fighting her mom who is
another Seareaper.
They
have created this big construct called
Kabuto.
Kabuto ends up defying everyone and
goes on this murderous rampage throughout
the whole island.
So this is basically where it ends.
You go around destroying everything
you can get your hands on and you are really
seeing the story from three different
perspectives, which hopefully expands the
depth of the game.
Luckee:
Yesterday was the first time I saw
the demo and I haven’t seen anything like
this before.
I’ve seen the Quake graphics and
the Soldier of Fortune Unreal graphics but
this is something new in the industry.
What engine are you using?
Tim:
This is something made especially for
Giants.
It has been in development for a
while now.
Luckee:
So it is not something that you’re
using to copy, it is brand new?
Tim:
Yes it is brand new, it is not like a
Quake or Unreal engine product, it is 100%
Giants work.
Luckee:
The main focus, theme and characters
of Giants is the setting which is back
in…..
Tim:
The setting is very sci-fi, very
chic. Most
of the development team is British so it
really smacks you with the British humor.
If you’ve looked at a lot of
Shining games, you can tell just by looking
at it what kind of product or game it is.
Sure there is a lot of violence, but
it is the cartoon-like violence.
The main point here is to have fun
playing Giants, but it is also supposed to
be funny.
Luckee:
How did you incorporate textures into
this game and will it really take advantage
of the new Geforce 2 cards and the future
Geforce 2 cards?
Tim:
Yes. Nvidia has been taking care of the Planet Moon guys.
I believe that they got one of the
first Geforce cards that came out so they
have been able to take advantage of
everything it has to offer.
Which is great and it has been nice.
At one point Giants was very VooDoo
specific and it is no longer solely
dependent on it now. so companies like
Nvidia benefit from this because there
technology is on most cards out today.
Luckee:
So it brings the graphical detail,
like falling stones…..
Tim:
Yes, we are doing different things
like transformant lighting, we are going the
DX 8 route.
Luckee:
Does this incorporate all that
DirectX 8 can do?
Tim:
Yes it should be fully compatible
with DX8.
Luckee:
What about sound?
Tim:
They are using EAX, Environmental
Audio Extension, so people who have the
Sound Blaster Live! cards should really be
impressed with what they hear.
Luckee: Is
this one of those games that because of the
graphics you can’t get up from it?
You just want to sit there playing
level after level?
Tim:
Yes and it’s funny because I still
enjoy playing it. That doesn’t happen often in game development because you
have to play and play the game and it gets
to a point where you want to be done with
it. You
have this type of mentality where you
don’t want to play anymore.
But this game, I still play.
I think it is because of all of the
mayhem you can cause.
Everything in Giants has massive
potential for wholesale destruction.
There’s nothing better than causing
that kind of damage all over the place.
Luckee:
Would you say that this kind of hits
three different genres, first person, third
person and RPG?
Tim:
Actually if I had to say it hit three
genres, it would definitely hit third person
action, first person action and probably
realtime strategy because you have to go out
and get the resources, the smarties, and you
have to put them to work.
So there’s a lot of that strategic
kind of element that is in it.
Luckee: Does it have multi-player
capabilities?
Tim:
Yes there are multi-player
capabilities but it is going to be a little
unconventional.
People are used to playing one on
one, which is generally not the way it works
in Giants.
You can’t have two Kabutos,
there’s only one, and since there is only
one you can have a game where one person
plays the big giant Kabuto and everyone else
plays the Mechs.
Luckee: Is
it a “come and get me” kind of thing?
Tim:
Exactly.
There are already nice little tactics
that people have developed like Kabuto’s
weak spot, which is right around his groin.
The only way you can hit the weak
spot or the only way he becomes vulnerable
is by getting close to him.
As you get closer to him his weak
spot opens up.
So what people have noticed is that
they can attack Kabuto as a team.
One guy gets really close and the
weak spot opens up. Then he runs around Kabuto in a circle while everyone else
takes pop shots from far away.
Strategies open up like that.
Or you could be a group of Mechicans
or Seareapers.
Luckee:
Can you have up to 16 playing?
Tim:
It really depends on your server
speed.
Right now we’ve been playing with
about eight.
Luckee:
Your main job title is Senior
Producer, what does that entail?
Tim:
Everything my Director tells me to
do. When
you are a producer you have a lot more to do
with management and budget concerns.
You have to watch your artists,
designers, and musicians, making sure
everyone is licensed just fine.
And if you clean out the nasty
refrigerator, well then that’s your job
too. So
basically my job is making sure everything
goes down fine.
Luckee: As far as making this
game, what is the best thing you worked on?
Tim:
I can’t speak for the development
team, only for what I have experienced as I
have been at Interplay.
I would say the hardest part about a
game like Giants is that you have a team
that is very talented that always have cool
ideas.
So what you have to do is decide for
yourself when enough is enough.
I call it the “wouldn’t it be
cool” phase.
That’s how game design is, a bunch
of guys sitting around saying this will
enhance game play or that will enhance game
play so you get to a place where you go
“hey that would all be cool” but if we
do that we’ll never ship on time.
Luckee:
Too many ideas slow the process and
you never get anywhere because you can’t
ever finalize one idea?
Tim:
Yes. So it is really hard to cut it
or to say, “after this we’re done.”
Luckee:
Do you expect the PC version to be
released first and do you expect the
Playstation 2 version to be graphically
similar?
Tim:
The PC version should be out next
month.
The Playstation 2 version will
emphasize different things.
Will it look better? Maybe, because
we can use more polys on the characters, but
it won’t be so obvious that people will
find the PC version vastly inferior.
We are just trying to take advantage
of everything the different platforms have
to offer.
Luckee:
In that platform can they also have
multiplayer?
Tim:
Yes the features will be very
similar.
Luckee:
Well I’d like to thank you for your
time in sitting down to do this inverview
with me.
Part
2
Luckee:
When you have a project there are artists
and level designers worrying about the job
and working on that particular project, but
your job is to work with Travis?
Chuck:
Yes because one manager can’t oversee 25
guys, you’re just not capable of doing it.
It is more than just 25 guys though, because
Travis takes care of three different titles,
one out-of-house and two in-house.I am
helping him with the in-house versions,
Giants and Run Like Hell.
Luckee:
In your opinion did having you help Travis
make the project run smooth?
Chuck:
Yeah. It
was definitely a learning experience for me
and I don’t expect to be his AP forever,
much to his chagrin.
Travis: If he was my AP forever, it would shock him.
Luckee:
What is your full name and title?
Chuck:
Chuck Waveson, I’m the Associate Producer.
Luckee:
Travis’ sidekick … hehehehe.
Chuck: On Giants Playstation and Run Like Hell, yes.
Luckee:
Thanks again to you both for your time.
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