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| Interview with James Tsai |
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Recently I (Jennings) contacted James Tsai, Assistant Producer for Red Faction, and asked him to do an interview with us. Being such a great guy, he agreed. The interview answers some interesting questions, and also has some interesting answers...
Tell us a little about yourself, and what role you are playing
developing Red Faction.
My name is James Tsai and I'm filling the role of Assistant Producer for Red Faction. I began at Volition in the summer of 1999 and have loved every minute of it - I've gotten the chance to work with the development teams for FreeSpace 2, Summoner, and now Red Faction and its been very overwhelming to be surrounded by so much talent.
I have several different responsibilities for Red Faction. Some of my tasks include managing the large volume of content that is going into the game all the time and making sure it works on the PlayStation 2 as well as the PC and helping team members resolve any PlayStation 2 related technical issues. I also work closely with the testers from our in-house quality assurance department to keep the game running smoothly and bug-free and help our lead designer, Alan Lawrance, with schedule management and some basic design. On top of that, I take time to assist with much of the promotional work that goes into putting a game on the market.
In your opinion, do you think that Red Faction will match Quake 3, or even surpass it?
It's a fact that all of us here want to make Red Faction the best game possible. The FPS market has a lot of quality FPS titles and it's our goal to make sure Red Faction is amongst the cream of the crop. I think our game is going to be an exceptional one that stands out for its unique features rather than be compared to existing games on a point-by-point basis.
What can you tell us about fire in the game? Will certain objects, like a pipe for example, emit fire when shot at enough?
There's a lot we can do in the game with our existing particle and physics systems. In fact, we already have high-pressure pipes that emit a jet of hot steam when struck with armor piercing rounds, which is very similar to what you're asking about. The steam shoots out at the location where the bullet hits and at the appropriate angle rather than just appearing as a generic effect - another way we hope to grab the player's attention and let them see just how much they can really interact with the world in Red Faction.
Are you planning on making an Xbox or Gamecube version of Red Faction? How will the textures differ from each platform, including the PC?
Our focus right now is on finishing Red Faction for the PS2 and PC and making it sharp and exciting. The two versions will feature the same story and tight gameplay, with each one designed to take advantage of the strengths of its respective hardware. Both versions look great right now, and PCs will be able to take advantage of high-resolution textures.
Though it has not really been confirmed, will "little green men" persay be one of the enemies we will be fighting? Can you tell us anything about the various enemies that will be in the game?
There's a very wide range of enemies to fight in Red Faction. Ultor, the corporation against whom the player wages battle on Mars, has a big assortment of goons that are itching to get themselves a piece of the action. There are also mercenaries who would love nothing more than to cash in on the bounties they're being offered for sweeping up the mess our hero is creating, and Mars itself may have a thing or two to say about who gets to run rampant across its surface. There won't be any "traditional" little green men, though - they've all been chased away by the collection of tough guys ready to tear into the player.
Everyone is excited about the Geo-Mod aspect of the game. Are you finding it difficult to write missions balancing this incredible new feature? What techniques are you using to keep missions balanced?
We've definitely had to keep geometry modification in mind while levels have been designed for the game. To preserve the flow of the game, there may be locations where we limit ammunition for weapons with Geo-Mod capability. Our level designers are also able to dictate how much any area can be modified, which enables them to prevent players from destroying that critical passageway or item they need to continue in the level.
What can you tell us about how story will be incorporated into the game? Red Faction's site has wonderfully detailed descriptions of several characters already, but how will they be incorporated into the game itself as part of the story?
I think people will enjoy how deep our story is. The background descriptions on the Red Faction website are only the beginning of an involving, character-driven plot that will pull gamers in and make them want to keep playing. As Parker, players will quickly find themselves on a planet torn by revolution, guiding their fellow miners to freedom and running headlong into conflict every step of the way. You can expect to interact with plenty of characters from both sides of the revolt, working with or against them as you battle to save yourself and the other miners fighting beside you.
What kind of computer is it going to take to run Red Faction smoothly? How big a role are the Geo-Mods playing in minimum specs?
We're targeting a P2-400 with a Voodoo2 class video card and 64 megs of RAM as the lower end of systems that will be able to run Red Faction. The ability to Geo-Mod is a feature we've been working on for a long time, make sure it functions smoothly and keeps the game fun.
How's our pal WildWolf doing? :)
Everyone asks about this "WildWolf" guy we hired, but I don't think anyone in the office has ever seen him. We're convinced he only exists on-line.
And now the traditional question: Tribes 2 or Halo?
We're busy finishing up Red Faction - once we finish development I'm pretty sure you'll see guys here checking out the scoop on both of these games. Actually, I'm very sure of it.
And there you have it. Many thanks to James Tsai for taking the time to answer our questions! Unfortunately it seems WildWolf is only a figment of our imaginations.

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