About New World Order
Q: Tell us about New World Order and how
it came about.
A: From the start! About 5 years ago, like most
people, we were playing Quake like crazy and
having a blast. After a while it got a little
boring though. A game named Rainbow Six appeared.
At first glance I was ready to dismiss it as
a really low-class game, which I also did for
a while. Finally trying the game out we found
out that it was a blast! How could that be? Really
poor graphics, not even a weapon visible and
extremely slow movement. The game had something
though. It pulled you in. The realistic environments,
real-life weapons and bullets as deadly as in
reality brought a whole new feel to multiplayer
gaming. Suddenly the fantasy world of castles
and monsters in Quake did not seem that appealing.
People were screaming while playing, as it could
be very intense.
Having wanted a realistic shooter for some time,
Rainbow Six satisfied the most severe hunger,
but the glitches in that game were still obvious.
At the time we were developing a single-player
game called Decay, which was a fantastic game
but a really long-term commitment. Our ideas
for how we could create the most awesome realistic
shooter kept pulling us in the direction of what
would later be NWO. As it turned out, we had
to stop working with our publisher for Decay
and got the chance to do what we really wanted
to do. NWO was in the works!
During development of NWO, a game named Counter-Strike
(which we all know about :) caught our attention.
While running on a pretty old engine it was still
a real blast to play, and it did many of the
things we wanted to do just right. Needless to
say, we were inspired by the huge success of
Counter-Strike as it finally thwarted previous
developer ideas of what gamers really want. While
Counter-Strike was great (and still is!), it
was still far from our vision of what could be
done.
Q: What new ideas / features did you bring
to New World Order?
A: I would say that everything in NWO has been
written and done from the ground up to reach
the next level. Technologically we've gone beyond
existing engines and forced ourselves to develop
technology with as few limitations as possible.
We wanted a game that could handle vast amounts
of dynamic lighting, particle effects and physics.
The same goes for gameplay. We were never looking
to reinvent the wheel, as we believe that (sadly
enough in many ways) the road from here to future
games that looks and plays almost as good as
reality, is all evolution. Many of these evolutionary
steps are so great that they may be perceived
as revolutions though.
Q: Which competitive games are you keeping
an eye on and how does New World Order compare?
A: We're always looking at what the established
developers such as ID and Epic are up to. SOF2
looks fine also. Our greatest pleasure is pushing
NWO's features further than those guys, even
with a small development crew. :) As it turns
out, NWO is in a genre that none of the main
competitors are really in so a comparison is
kinda awkward. Technologically we will come out
faster with the next-gen stuff such as per-pixel
lighting and shadowing, bumpmapping and all that.
Our main focus for the rest of the development
is to maximize the amount of fun you have while
playing, and from what has already been done;
I'd say that NWO is going to be very hard to
match.
Q: What graphic tools were used in developing
New World Order?
A: 3DSMax, our proprietary tools, exporters
with error-correction. Using professional modeling
software is really what is needed to take advantage
of the DVA engine.
Q: What Hardware 3D features does New World
Order support?
A: Vertex and Pixel Shaders of course, TruForm
on ATI hardware. Bumpmapping, environment mapping,
hardware skinning, shadow buffers and all that.
It is honestly hard to not support this, as it
is so easy to do with the latest hardware.
Q: Can you give us some examples of how
New World Order takes advantage of those features?
A: Player models can be skinned using hardware,
which greatly speeds up the rendering and in
turn allow us to pump out more detail. Dynamic
per-pixel lighting and shadowing, especially
with bumpmapping really pushes graphics to the
next level.
Q: What feature of the Radeon 8500 do you
like the most? And why?
A: That would be the 1.4 pixel shaders without
a doubt. This is still beyond what any competitor
has and really makes a difference. There is also
a certain smoothness to playing on the 8500 that
I like.
Q: If you could ask for only one new 3D
feature, what would that be? And how would
you use that in your games?
A: Only one?? :) Oh, ok.. That would be hardware
displacement mapping. Gimme!
Q: If you could sum up how much the Radeon
8500 improves New World Order in one sentence,
what would you say?
A: Pure power with the best design right now
makes NWO fly.
Q: If you could sum up your view on ATI's
future in 3D, what would that be?
A: Well, as it turns out ATI (with the 8500
1.4 pixel shaders) are right now actually in
the lead when it comes to hardware features.
It takes a little while to get the target audience
to turn around and see this, but if ATI can keep
this up - I want to buy some stock!
About Termite Games:
Q: Gives us a brief history of Termite Games.
A: We started out as Insomnia Software 4 years ago. Our
first game was called Decay, a singleplayer epic shooter.
Today we're named Termite Games and are doing New World Order,
a single and multiplayer teambased epic shooter. :) We recently
joined forces with our publisher Project 3 Interactive and
are now a daughter company of them.
Q: What do you think is Termite Games's one key advantage
above other developers?
A: Constantly trying to push far ahead and to break the
current path that most developers seem to be stuck in - we've
learned that one must have faith, and truly believe in what
you do. I think Termite Games is pretty unique with its strong
technology and graphics - combined with the fresh and groundbreaking
ideas that we infuse into our games. I think I speak for
most gamers when I say that I'm tired of the same old rehashes.
Sequel after sequel. We want to show something new, show
that there is hope for something better. NWO is merely the
beginning.
Q: Tell us a bit about the people who developed New
World Order?
A: We're a very diverse crew - but I think the main thing
that stands out to an outsider is how much we support each
other. Some of these guys has stood by me and crunched away
on the game even when there was little to no pay. While those
days are over the seriousness and dedication of these people
stand out above all else. Dedicated and extremely talented
would sum it up nicely. Maybe I should quit now, or they
will hit their heads on the ceiling tomorrow. :)
We've got nice setup with a 3D Modeling / Animation Lead
(Martin), a Design Lead (Gianni) and 2 other leads / seniors
(Sebastian and Stephan) who keep the art crew busy and organized.
We're all avid gamers and all have different preferences,
so we get a good mix of ideas to mold into the game. While
most of our serious gameplay design is done we still have
regular meetings where we synchronize and prepare each other
for the last weeks of development.
My job as the boss / lead over the crew is to make sure
they're feeling inspired, keeping deadlines and to settle
discussions with the best solutions I can come up with. I
listen to the guys' gameplay ideas and we discuss and refine
until it kicks ass or gets dumped.
Q: How do you go about creating a game as a team?
A: It's almost as clockwork nowadays. Everyone knows what
they are to do and just get on with it. The trickiest part
is right in the beginning of the development because then
there is no natural path to follow. We have an effective
hierarchy set up, not because anyone wants to boss anyone
else around, but because it coincides with the workflow.
Q: How long did the development take for New World Order?
A: About 1.5 years now.
Q: What were the best and worst moments during that
time?
A: Best and worst moments? Oh, there's been so many! Best
moment was definitely when we first got to boot up multiplayer
and play a couple of rounds before it crashed. No one was
allowed to move or select a weapon before all players were
in the game - otherwise the server would crash! :) Keep in
mind that this was the very first test, we were so anxious
to play we just slapped it all in there and hoped it wouldn't
fall apart before we got to fire a few rounds.
Worst moment was when there was 4 different really nasty
bugs showing up and refusing to go away just before we were
to send the multiplayer demo to P3 (our then future publisher).
Q: How do you decide which graphic features to support
in a title given the development time of your titles?
A: We probably do things a little differently there - we
really try and put a strain on ourselves and enforce that
we first and foremost add features that really add to the
gameplay and feel of the game. Effects for screenshots or
impressing publishers really come last. The global per-pixel
lighting and shadowing was a given - we had to have that.
Q: How closely have you been working with ATI and how
do you see that continuing going forward?
A: We've been working very closely with ATI, supplying them
with fresh demos to try out. Graphics hardware still have
a long way to go and I hope to be able to give some input
from the developer side. From trying out the latest drivers,
it sure has worked out fine.
Q: What is next for Termite Games and New World Order?
A: The next big thing is the public multiplayer test for
NWO. After that we aim to go gold of course! There is alot
of work and commitment planned for supporting the NWO community
with updates, new maps, development tools and new features,
so
we have our work cut out for us.
Q: Any exclusive parting hints / comments on upcoming
titles you wish to share?
A: Watch us when we push the DVA engine on Radeon 8500 class
hardware and above exclusively! :) We've got so much to do,
we've got to get to it.
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