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CaliGirl:
John, you're the Executive Producer for NoX at Westwood
Studios. What
exactly does an Executive Producer do?
John
Hight: I suppose the role varies from one studio to another, even
from one
individual to another. At Westwood, management is very hands-on.
My strengths are in design. I'm an avid gamer. It's my responsibility to find
a balance
between great gameplay and accessibility. I work directly with
the designers, artists, engineers, and musicians on the game to craft the look,
feel, pacing, and entertainment aspects. I'm also the communication conduit for the
team. CaliGirl:
With Lands of Lore I, II and III being very well known as a
role playing game from Westwood Studios, the company is pretty established in
the Role Playing Gaming Community by now, what in your opinion will make
NoX stand out
among other Role Playing Game titles? John
Hight: NoX is more action oriented than traditional RPG's. Instead
of creating
dozens of slightly different character classes we've stuck to 3
carefully
honed and balanced roles: Warrior, Wizard, and Conjurer. Each
class has a
unique strength and a set of countermeasures to deal with the
other. We broke
the solo game into a series of 11 chapters, very similar to
missions in C&C.
Each role has its own unique chapters so you can play all 3 and
see different
parts of the same world.
CaliGirl: I hear your plans for multiplayer will support eight players
via the
Internet, but the game play modes will be Capture the Flag,
Deathmatch
(Teams and Free-For-All melees), King of the Hill and Scavenger
Hunt. What
gave you the great idea of having Scavenger Hunt in multiplayer? John
Hight: Our multiplayer mode isn't simply a hack to allow more people
into the
solo maps. We looked at games designed specifically for
multiplayer
competition and crafted a very addictive "third-person shooter."
Multiplayer
maps and rules are designed to enhance competition and
camaraderie. A number
of abilities are only available in multiplayer. We have Arena
(Deathmatch),
King of the Realm, Capture the Flag. You can play solo (except
CTF) or in
teams. We're also experimenting with other variations of play.
Scavenger Hunt
sounded great on paper but it hasn't been as intense as the
others. I suspect
we'll have one other team-oriented mode when we release.
CaliGirl: Having a game where the player can set traps in sneaky
locations is pretty
exciting on the player's end. Will NoX support that feature in
the
multiplayer version of the game? Or are the traps only for
single player
mode? John
Hight: Absolutely! The Wizard can create a trap with up to 3 spells
in it. He can
pick it up and move it around, like Wile E. Coyote and his ACME
movable hole.
The Conjurer has a different set of spells to choose from, but
he can summon
a walking trap, a Bomber, to deliver the message to his enemies.
CaliGirl: Does the "Player Character Development" feature a way to play
as a female
in multiplayer? John
Hight: No. We opted for giving you loads of variations on a male
character. Aside
from picking skin color and hair, every piece of armor and every
weapon you
find in the world matches what you see on your paperdoll. We
even tint areas
on items to indicate what sort enchantment they hold. For
example, a Great
Sword of Embers has a nice red hilt -- easy to spot in a
scramble.
CaliGirl: One pretty exciting feature in the game is the "true line of
site", which
restricts the player to only what your character could logically
see. Giving
a feeling of not actually knowing what is on the other side of
the door can
really create a lot of hesitation but it can also give the
player a first
person aspect of the game. What gave you the idea of making it
where the
player didn't see what was on the other side until they actually
walked
through the door? John
Hight: TrueSight was invented by Mike Booth, our Technical Director.
Mike is a
big fan of first person shooters. He wanted that feeling of
suspense while
still providing the strategic view that third person perspective
gives you.
You get the action and tension without the nausea.
CaliGirl:
The single player mode takes a different route to three lands
of NoX. Do
you have any details you can share concerning the three
different lands? John
Hight: Actually there aren't three different lands, rather you see
the lands of
NoX from three different aspects. For example, as a Warrior you
begin in the
underground fortress of Dun Mir, there you must prove yourself
in feats of
combat and skill. The Wizard doesn't get to see Dun Mir until
Chapter 6 and
his experience is more about stealth. There is a natural
animosity between
Wizards and Warriors in NoX so the Wizard must use his stealth
abilities
(Invisibility, Magic Shield, Magic Lock, and more) to sneak into
Dun Mir and
steal the prized halberd of the War Lord Horrendous.
CaliGirl:
Another great thing about the game is how the player can
progress the
skills to learn three ways of combat such as; the Warrior,
Conjurer or a
Wizard. With each way of learning, does the character have a
different aspect
on his mission to pass through specific battles and maps if the
player chose
to be a Wizard and not a Conjurer or Warrior? John
Hight: Oops, I guess I partially answered this above. Yes, each
class is
different. Warriors are built to wade in and fight. With speed,
power, and
the biggest selection of toys in the game they can take on a
small army
single-handed. Wizards use a combination of powerful ranged
spells (like
fireball, lightning, energy bolt, and magic missiles) stealth,
and defense.
Conjurers can wear some armor items, wield a bow, and call upon
the forces of
nature. Before you brand them as clerics, druids, or rangers you
have to look
at their most important power: summoning. They can charm and
summon up to
eight monsters and give them commands like Hunt, Escort, Guard,
and Observe
(Scout). It's a blast to trundle around NoX with 4 rock lobbing
Urchins and a
big Stone Golem in tow.
CaliGirl: NoX will include a random map generator for single player,
what type of
options will it have? John
Hight: We showed some random map generation at E3 and it was cool,
but we found
that there's no substitute for scripted maps. As we played our
maps and had
others play them, the scripted maps were the most memorable. I
guess it's
like comparing a well written skit to improve. We prefer to plan
out the
action and pacing. Maybe we'll release the random generator
later for fans
that can't get enough.
CaliGirl: What type of video technologies will NoX support? Is the game
optimized
for any other technologies? John
Hight: We want NoX to run on as many PC's as possible. We avoided 3D
acceleration
and opted to do all the cool effects ourselves in code. You'll
need a Pentium
II (MMX) to see colored lighting, alpha blending, particle
effects, glow, and
hi-res (1024x768). But you'll still have a great game on a P-200
at 640x480.
We give you loads of options to toggle to find the balance
between look and
performance that you want.
CaliGirl:
Who influenced you the most in
your career? John
Hight: Trip Hawkins, Brett Sperry, and my wife Julie. Trip gave me
my first real
break in the industry. He has a force of will and a savvy like
few others.
Brett Sperry plucked me out of the morass at Virgin three years
ago and
showed me what good game design was all about. I am very
fortunate to have
worked for both of these men. My wife Julie has stuck by me for
seven years
despite a lot of moves and many late nights working (and
gaming.) She always
gives me a smile and damn good advice. |