Interview with Mod Competition Finalist - Doom 3 Mod Last Man Standing Oli Wilkinson catches up with the team behind the exciting Doom 3 mod, "Last Man Standing" . Can you please introduce yourselves and talk about your roles within the team?
What made you enter the IGF mod competition?
The mod category is a new addition to the IGF competition this year; your mod is a finalist in the Doom3 mod section - how does this make you feel?
"Last Man Standing" is competing against only one other candidate, do you think that it's an omen when you consider your game's name?
The fact that this is the first year the IGF has run a competition for mods is pretty groundbreaking; do you feel that the game industry is now starting to recognize mods as top-quality games in their own right?
Tell me about "Last Man Standing", what is it all about?
How did you come up with the idea for the game?
How does LMS differ to regular Doom 3 multiplayer?
Who is your target audience with LMS?
First Person Shooter games are all about the guns and action, what does LMS add to this to differentiate from the crowd?
LMS sounds like a real departure from the regular Doom3 experience; your game is fast paced compared to Doom3 which was slow and broody - was this intentional?
One aspect that particularly appeals to me is the co-operative Defense maps; are there times where you stand back to back with your team-mates screaming in terror as you let loose your chainguns against the hoardes of hell?
Tell me more about the new gameplay types you've added with your game... How do they differ to other mods?
Have you added/removed any weapons to the game to make it more suitable for what you were trying to acheive?
Have you altered the graphics used in the Doom 3 and ROE expansion packs?
One thing that stands out about LMS is how 'light' it all is compared to the original Doom 3; what made you decide to do this?
How about sound, what have you done to change them to fit your game?
What tools and technologies have you used in the development of LMS?
Why did you choose to create a mod for an existing engine rather than starting from scratch?
Tell me a little about your experiences coding for the Doom3 engine: What's been the best thing about using the engine?
Have you encountered any problems using it?
How did you overcome these problems?
Would you recommend other teams use the Doom3 engine to make their games?
How long has LMS been in development?
How did you plan the development of the mod? (Tell me how you went from idea to the game as it is now).
Have you suffered any setbacks in your journey from zero to the IGF finals?
What advice would you offer other teams who want to make their own mods?
Would you recommend mod development over creating everything from scratch?
As a modding team, how do you feel the game development community supports your efforts? Is there any additional support that you'd like to see out there?
How have you gone about promoting your game?
How well has your game been received by the wider community?
How would you 'sell' your mod to people who have never played one before?
Will you be attending the GDC 2006?
What opportunities do you hope that your place in the IGF finals will bring your team?
Do you have any final thoughts or comments for our audience?
Game BioName : Last Man Standing Interview conducted by Oli Wilkinson |