Frag-girlie
recently had the opportunity to chat with Colin
Macdonald from the Mobile Forces Team, an upcoming
FPS from Rage.

First tell
me a little about yourself and what your
responsibility is on the Mobile Forces development
team?
CM:
My name’s Colin Macdonald, I’m 27, and am a
producer at the Rage Scotland studio, which
essentially means acting as messenger between
management and the rest of the team. Once in a
blue moon I get to steal the glory for something,
but more often than not, I get ‘shot’ from one
side or the other for delivering bad news…
Not much has been published about Mobile
Forces. Can you give me a brief description and
run through of the game?
CM:
Sure. Essentially it boils down to being a first
person shooter with vehicles. And we’re not
talking about the feeble attempts made so far to
incorporate vehicles into this genre. Oh no. We’re
talking wheelspinning away, skidding round
corners, hitting ramps and jumping over other
players, and all topped off with a little bit of
jumping out whilst the vehicle is still moving,
sending vehicles careering into some very confused
opposition.
We’re all big Counterstrike fans here, and wanted
to do something that would appeal to the same
sorts of people. But we also recognize that
Counterstrike is quite hardcore – it’s very
punishing for people new to the FPS scene – so
we’ve tried to hit the happy medium between having
realistic weapons, settings and vehicles, but
still maintain the focus on good solid fun when it
comes to gameplay.
I noticed in the press release that Mobile
Forces is a “working title,” do you think you’ll
stay with this name, or has a new one already been
chosen?
CM:
We’re honestly not sure! It was the name the team
came up with, which normally means it has to
change – hence the comment on the press release.
However, this time it just seems to have stuck -
it does sum up the game beautifully, but it comes
down to how well it works in different countries
etc, so we’ll have to wait for a decision.

What are
some of the game’s objectives?
CM: It
varies as you go through the game – we’ve got
eight different game types in there, and you go
through the different levels tackling whichever
game types you prefer, or the ones that you’re
best at.
One gametype that seems to grab everyone’s
attention is Trailer Capture – here you have to
race to take control of the bomb-laiden trailer
stranded somewhere on the level, then using a
vehicle, tow it into an enemy base and detonate
it. All the while, the enemy aren’t exactly
standing around letting you do this, so you’ve
certainly got your hands full.
What are the primary weapons and/or vehicles?
Which weapon/vehicle do you feel is the best?
CM:
The secret with weapons in games in balance. If
you were the accountant type, you’d have a series
of attributes weapons can have – power, range,
accuracy, reload rate, amount of ammo,
availability, etc - and although each weapon would
score differently in each attribute, their totals
should be the same. Otherwise you have an
unbalanced game.
Having said that, in the network games of Mobile
Forces we’re playing at the moment I have two
weapons that I find myself going for repeatedly –
the machine gun, and the laser trip bombs. The
machine gun is a nice middle-of-the-road weapon,
it’s got decent range and can rattle off quite a
few bullets when you don’t have the time (or skill
in my case!) to aim perfectly. With it you’ve got
the choice of rapid-fire, but low accuracy, or
lower firing rate, but higher accuracy. So it
suits attacking as well as defending.
The Laser Trip Bombs are just such a laugh - I
think I’ve killed myself with them as often as
anyone else! Having the choice of either leaving
them strategically placed Duke style, or dropping
them on popular routes to be proximity activated
means they’re pretty flexible. A nice tactic I’ve
seen employed in the office is setting up a series
of trip bombs, but making them very obvious – not
with the intention of killing anyone with them,
but if someone drives round in a vehicle, they
have to come out on foot in order to get rid of
the trip bombs – making them perfect sniper
targets!
What tools did you use to create such beautiful
detail?
CM:
Mobile Forces is based on Unreal technology, so a
lot of the level design has been done in a heavily
modified version of UnrealEd. For the finer detail
on vehicles, terrain, and some very intricate
parts of the levels, we use 3D Studio Max.

From where
did you get your influence for this game?
CM:
Everywhere! The most obvious influences would be
Counterstrike, Unreal Tournament and Codename
Eagle. But when you’re going through the design
phase, you end up making references to hundreds of
different things – many of them not First Person
games at all.
Films also always make excellent reference
material – the ones I can remember having to buy
“for research purposes” include the Die Hard’s,
the Mad Max’s, Leon, Godzilla and Dirty Harry.
It’s also amazing what you can find in the local
area if you just look hard enough, so there’s been
people from here out and about with digital
cameras just getting as much relevant reference
material as possible.
Did you run into any limitations with the
Unreal Engine that caused you to modify or leave
out features you had hoped to include?
CM:
It doesn’t seem to matter what engine you use,
there’s always limitations that have to be worked
around. Using Unreal gave us a great head start
over writing a game from scratch, but it does mean
you tend to have to do things in particular ways.
It’s no secret Epic are currently working on the
Warfare engine, and we’ve been making a conscious
effort to take as many of the cool features as
possible from this, but because our deadlines are
pretty aggressive, we couldn’t commit fully to
Warfare, so it’s more of a hybrid engine we’re
using – the best of both worlds!
Are there any real-world locations or scenarios
depicted in this game?
CM: All the settings in Mobile Forces are at
least based in reality, so for example, you can
race vehicles down multi-story carparks, then do
battle in the shopping mall at the bottom.
There are a couple of levels where particular
geographical places were the main influence, but
we’ve steered away from merely replicating these
in game to prevent restricting gameplay by any
perception of what something should look like.

How much of
a realism factor are you aiming for with Mobile
Forces?
CM:
Fairly realistic – early on we decided to shy away
from anything too historical, or futuristic, but
the key word for games is believability. If people
don’t believe what they’re playing (settings/
vehicles/characters/weapons etc), then even the
most realistic game in the world is going to be a
turn off. I think we’ve got a good balance between
representing the real-world, but still having
enough artistic license to keep the focus on the
fun and playability.
How long has this game been in development?
Will you be releasing a demo?
CM:
The project’s been through a few twists and turns
(as every game seems to!), but work actually began
on Mobile Forces at the beginning of 2001.
We’d certainly hope to be releasing a demo, but at
the moment we’re just concentrating on getting all
the features in, and then we’ll sit down with the
publishing people and discuss what sort of demo
would be best to show off the game. But assuming
we do release one, I’m afraid I can’t give you any
indication of time scale.
What kind of system do you recommend to enjoy
all that Mobile Forces has to offer?
CM:
The minimum spec machine is a P450, but we’d
recommend having a P600 with a 32Mb graphics card.

What is
going to make Mobile Forces stand out and be
different from other first person shooters already
on the market?
CM:
Great vehicles. Great physics. Great weapons.
Great levels. And most importantly, great fun!
Is there anything else you can tell me about
Mobile Forces? When will it be out and about what
percent complete it is?
CM:
We don’t have a precise release date for it at the
moment, but it’s penciled in to be released late
April 2002.
At the moment we’re around two thirds complete –
although now we’ve done most of the behind the
scenes work, we get to see the game coming
together at a tremendous rate – which is always
the best part!
What do you think the state is of the gaming
industry?
CM:
Wow – nice specific question there…!
As an ‘industry’, games are going through a bit of
a tough time at the moment what with the
technology stocks collapsing last year, and the
transitions to the next generation of consoles.
But in terms of just the games that are coming
out, things just seem to be on the up and up.
Particularly with FPS’s, there was a lot of
prediction that the genre was stale and it’d start
dying off, but it seems just the opposite is
happening! And similarly with PCs, everyone
expected to only be playing games on consoles by
now – but it looks like the First Person Shooter,
along with Real Time Strategy games have kept the
PC as a viable alternative to dedicated consoles.
Thank you for taking the time to do this
interview with me today. I look forward to the
release of this game.
CM: It’s been a pleasure – so are we!
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