Red Faction Interview
Interview
With:
Dave Baranec |
Conducted
By:
Hilario 'NightHawk'
Coimbra |
Date
Posted:
Friday, June
01, 2001 |
Could you
please introduce yourself and tell us what games you have
worked on.
My name is Dave Baranec and
I'm a programmer here at Volition. I've worked on
Descent:Freespace, Silent Threat (expansion pack for Descent:
Freespace), Freespace 2, Summoner on the PS2, Red Faction on
the PS2, and currently Red Faction on the PC.
You worked
on Red Faction for the PS2 and you are now working on the PC
version. What are the main differences between the two
versions?
Well, one of the most major
differences between the PS2 and the PC will be the inclusion
of internet multiplayer, with all the usual trimmings. We're
pretty excited about how geomods will differentiate Red
Faction multiplayer from all the other games out there. We're
also planning on including support for higher resolutions and
color depths, to allow PC users to take maximum advantage of
the hardware they've got.
Could you
explain the Geo-Mod for those who don't know what it is?
Geo-mod (or just simply,
geomods) is a technology which allows the player to
arbitrarily and dynamically change the world he's running
around in. All the world structures in a given level are
treated as "solids", with a given hardness. Using
explosives or drilling tools you can simply blow up or tear
out chunks of the world however you want. The system is also
intimately tied into the physics system so that if you were
to, say, blow out the legs of a tower, the whole thing would
come crashing down.
Who came
up with the idea of the Geo-Mod? Was it what originally
inspired the idea for the game?
I think the team collectively
came up with the idea of using geometry modifications as one
of the major technical challenges for the project. Mike Kulas
did the original design work way back, and made sure the
concept was central. That is to say, we did indeed want to
build a game around the concept of geomods, as opposed to
creating a game and wedging geomods in as a random feature.
Although a
great and realistic idea, have there been any problems with
the Geo-Mod concept? Could players perhaps get stuck in an
area of debris or make a certain mission unsolvable?
There have definitely been
problems we’ve had to face. Everything we do, including
programming, level design, and scripting revolves around the
issues with geomods. The level designers are probably the guys
most affected, so they've got a whole suite of tools for
dealing with issues like detecting "holes" in the
world, being able to change the hardness of surfaces to
disallow geomods when necessary, and being able to specify
"geo-region" areas in a level which have unique
geomod properties. A lot of it also comes down to good
old-fashioned testing. We let the testers loose on the levels
as they're created and they provide valuable feedback and
suggestions. Overall, working geomods into the game as a whole
has been a very iterative and evolutionary process. We're
constantly learning the most effective ways to apply the
technology in-game. Its not something that just drops in.
Although
the Geo-Mod is obviously the most noticeable concept of Red
Faction, are there any other things that have been
overshadowed by it?
Any modern 3d game is really
a collection of small miracles stitched together with duct
tape, bubble gum and a prayer or two :) Geomods are without a
doubt the most technically difficult and impressive part of
the game, but we've certainly got our share of other cool
stuff. We've got an extremely sophisticated character
animation system which is derived from the same code that
Summoner uses. As I mentioned before, we've also got a very
powerful physics system which ties into the geomods
themselves. On top of that, we’ve had to pull plenty of
tricks graphics-wise to make the game look like we wanted it
to on the PS2. I'm personally a really big fan of the split screen
multiplayer. It worked out far better than we had hoped. In my
opinion, we're pretty much the best there is for console FPS
multiplayer at this point. I could play 1 vs 1, no-bots, on
the Warlords map forever :)
Red
Faction has been praised for its quick frame rates and loading
times. Does this quick loading time prove Volition has heard
the complaints of Summoner having 45 seconds of loading time
between towns?
A lot of it simply came down
to company-wide experience on the PS2, and consoles in
general. Up until Summoner on the PS2 we were a PC-only
company. In terms of the load times, there are a few things
you have to do much differently on a console than you would on
the PC. We went through the growing pains learning these
tricks on Summoner PS2, and we had much more time and
opportunity to apply them for RF. As far as the frame rate
goes, it came down to overall familiarity with the PS2.
Knowing what it can and can't do, and knowing how to make it
perform when you need it to. This increase in performance will
definitely continue in future projects as well.
Throughout
the game players will be able to drive 5 different vehicles.
Are these just quick drives or are they a whole other aspect
towards the game play and strategy?
As they stand now, the
vehicles are pretty much quick drives, and that’s for both game play
and story purposes. That is to say, they're not completely
persistent throughout the game, and when you use them you do
so in areas specifically designed for them. Part of the reason
for this is that it didn't make a lot of sense for Parker to
somehow have access to a whole fleet of vehicles while
constantly on the run throughout the entire Ultor complex :) I
think the general feeling on the team is that if we were to do
another game, we'd want to focus a lot more on making vehicles
a more major game play factor.
This game
has been said to be setting a new trend for FPS's with the
Geo-Mod. Does Volition have plans for making a Red Faction 2
or is it too early to tell?
Well, we're certainly happy
with the success of RF (even given the very short time its
been out), and we would like to see both the franchise and the
technology grow. However, at this time we haven't made any
announcements about Red Faction 2 or any other projects we've
got on the burners.
Red
Faction has already been released for the PS2. Could you
enlighten the readers as to when its release for the PC will
be?
We’re shooting for this
Fall, 2001.
I would like
to personally extend my thanks to Dave Baranec for his time
and also his brother for serving as a middle man in the
interview process.
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