Tim Willits, lead designer of Rage, and Todd Hollenshead, id CEO, talk about Rage to Shacknews, on more than one subject:<blockquote>Shack: Rage arguably combines more divergent gameplay elements than any new id property since Wolfenstein. Some of the post-apocalyptic setting influences are obvious, but did you have any influences from the gameplay side there?
Tim Willits: Rage's foundation, definitely, is first person shooter, because that's what we do best. But we wanted to change what people expect from an id first person shooter. All our IPs offer something different--Doom is a dark and spooky corridor shooter, but this has larger environments, outdoor environments. In the game, I went through and wanted to do all the fun things in other games. I've always loved the settings of the post-apocalyptic worlds--Fallout, Road Warrior. I can talk about the setting later.
There's obviously the first person shooting, then there are the driving games that are more arcadey. For me, I'm not a big Ridge Racer fan. The driving isn't going to be like that, it's going to be more like MotorStorm, more like Burnout. I really want people, when they play the game, to say, "You know, it wasn't what I expected from id, but I had a great time doing it."
As far as the more open world, it's nonlinear but still story-driven. It has adventure elements, but I hate to say adventure because then people think of Monkey Island, and it's not an RPG. I wish there was some word in between RPG and adventure, where you have an inventory. You'll be able to drive around the wasteland and get out wherever you want. If you see a cave, you can explore it. You might meet a band of mutants. Now, when you're in an actual circuit of a race, we make it so you can't get out--but you could, technically, get out. We don't change the technology.
It just gives us a chance to make a game that has all the fun things we like to play. So far, it's been a heck of a lot of fun. We have these things called Rage Cups. They're like milestones. We have these competitions--Time Rage Cup, First Person Rage Cup, combat stuff. We have a day where everybody competes, and whoever wins gets the Rage Cup until the next milestone.
(...)
Shack: You mentioned you could talk about the setting a bit.
Tim Willits: Oh, yeah. That's important to mention. It's set in a post-apocalyptic world. I know there are many games like that, but the reason we picked that was this: it grounds the game in kind of a modern setting, slightly in the future, and it helps players identify with what's going on, but it gives us the freedom to add some of the fantasy elements. You know how we like the fantasy elements. When those fantasy elements appear, they're larger than life, whereas in Doom it's pretty much all fantasy.
Then I've always loved that Road Warrior stuff, because the lines between good and evil, right and wrong get skewed as people try to rebuild society. It gives us a fun setting. It's funny, there are a number of games coming out in the near future with nuclear war, or Earth is striked by a comet. We were joking at work, "Man, Earth gets beat up in the next few years." [laughs] But it does give freedom to be a little more creative.
(...)
Shack: People who have followed PC gaming for a long time are often familiar with stories of early id design documents incorporating all sorts of gameplay elements that ended up being pared away in favor of the core, intense FPS stuff that id is known for. Are there any connections or parallels between those efforts and Rage?
Tim Willits: You know, Romero did some crazy interviews long ago about the game design documents. I mean, I've been with the company for a long time, as you know, and there's always stuff--as any developer would tell you--in the initial game design. If you shoot for the stratosphere, you still end up really high. Nobody ever--and if they tell you they do, they're lying--nobody ever gets every feature they planned in.
It really hasn't been that out of control for us. I think historically, if you're referring to the Romero days, that might have been him being, uh...you know what I mean? [laughs]</blockquote>Link: ShackNews interview.
Link: Rage screenshots.
Link: Rage video footage.
Spotted on DaC.
Tim Willits: Rage's foundation, definitely, is first person shooter, because that's what we do best. But we wanted to change what people expect from an id first person shooter. All our IPs offer something different--Doom is a dark and spooky corridor shooter, but this has larger environments, outdoor environments. In the game, I went through and wanted to do all the fun things in other games. I've always loved the settings of the post-apocalyptic worlds--Fallout, Road Warrior. I can talk about the setting later.
There's obviously the first person shooting, then there are the driving games that are more arcadey. For me, I'm not a big Ridge Racer fan. The driving isn't going to be like that, it's going to be more like MotorStorm, more like Burnout. I really want people, when they play the game, to say, "You know, it wasn't what I expected from id, but I had a great time doing it."
As far as the more open world, it's nonlinear but still story-driven. It has adventure elements, but I hate to say adventure because then people think of Monkey Island, and it's not an RPG. I wish there was some word in between RPG and adventure, where you have an inventory. You'll be able to drive around the wasteland and get out wherever you want. If you see a cave, you can explore it. You might meet a band of mutants. Now, when you're in an actual circuit of a race, we make it so you can't get out--but you could, technically, get out. We don't change the technology.
It just gives us a chance to make a game that has all the fun things we like to play. So far, it's been a heck of a lot of fun. We have these things called Rage Cups. They're like milestones. We have these competitions--Time Rage Cup, First Person Rage Cup, combat stuff. We have a day where everybody competes, and whoever wins gets the Rage Cup until the next milestone.
(...)
Shack: You mentioned you could talk about the setting a bit.
Tim Willits: Oh, yeah. That's important to mention. It's set in a post-apocalyptic world. I know there are many games like that, but the reason we picked that was this: it grounds the game in kind of a modern setting, slightly in the future, and it helps players identify with what's going on, but it gives us the freedom to add some of the fantasy elements. You know how we like the fantasy elements. When those fantasy elements appear, they're larger than life, whereas in Doom it's pretty much all fantasy.
Then I've always loved that Road Warrior stuff, because the lines between good and evil, right and wrong get skewed as people try to rebuild society. It gives us a fun setting. It's funny, there are a number of games coming out in the near future with nuclear war, or Earth is striked by a comet. We were joking at work, "Man, Earth gets beat up in the next few years." [laughs] But it does give freedom to be a little more creative.
(...)
Shack: People who have followed PC gaming for a long time are often familiar with stories of early id design documents incorporating all sorts of gameplay elements that ended up being pared away in favor of the core, intense FPS stuff that id is known for. Are there any connections or parallels between those efforts and Rage?
Tim Willits: You know, Romero did some crazy interviews long ago about the game design documents. I mean, I've been with the company for a long time, as you know, and there's always stuff--as any developer would tell you--in the initial game design. If you shoot for the stratosphere, you still end up really high. Nobody ever--and if they tell you they do, they're lying--nobody ever gets every feature they planned in.
It really hasn't been that out of control for us. I think historically, if you're referring to the Romero days, that might have been him being, uh...you know what I mean? [laughs]</blockquote>Link: ShackNews interview.
Link: Rage screenshots.
Link: Rage video footage.
Spotted on DaC.