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QuakeCon 2009: The team behind Rage speak


The day after Big Download got to see the first playable demo for Rage (which attendees at QuakeCon 2009 will get to see later today) we got to sit down and chat with four members of the first person shooter's team at id Software; art director Stephan Martiniere, lead designer Matt Hooper, producer producer Jason Kim and creative director Tim Willits.

While Rage is still a first person shooter game it also incorporates all sorts of gameplay and features that have never been in a game created by id. Willits told us, "We knew that we didn't want to look like Quake or Wolfenstein." The actual idea behind Rage came as id's master programmer John Carmack checked out satellite data of the US. Willits told us that they thought it would be cool "if we could drive through that." From there they came up with setting the game in a post-apocalypse era and having drivable vehicles with guns.

As far as enemies, Willits said, "We were careful. We knew we didn't want to do Doom demons." While there are mutants to fight in Rage there are also plenty of actual humans to deal with and interact with in the game which is another first for id.

Check out more from the Rage chat after the jump:

Gallery: Rage


Willits admitted that some of the early marketing for Rage (before this week's release of the new trailer) perhaps didn't do the game justice, saying, "Some of the early trailers struggled with what the game was about." That certainly became more clear as we and other reporters (and soon thousands of QuakeCon attendees) got to see the live gameplay demo for themselves. Indeed Hooper told us that their demo, which lasts about an hour, was designed specifically to be that long so everyone could get what Rage is about. He told us, "You can't get that in a five minute E3 demo."

Setting the game after a global disaster certainly isn't unique; it's been done many different times in games, movies and TV shows. When it came time to creating the visual look of Rage, Martiniere told us he had several different artistic influences. Ultimately they decided to make the game have a "old fashioned pulp magazine style; very hot and colorful." That's certainly evident in many of the sequences, especially the Bash TV arena-style of gameplay where the player goes through a twisted version of a fun house.

Another part of Rage's design that hasn't been done in an id game before is a sense of exploration. Sure there have been hidden levels and areas in previous id games but they were designed mostly as Easter Eggs. Hooper said that players "can explore if they want to" and that they could find areas that are "really cool and totally different" from the main areas and storyline.

Another aspect of Rage is the various human characters that people talk to in the game's wasteland. Hooper said that they wanted to make chatting with the various NPCs to be easy and not be a burden. "You don't want to click through dialog" he told us. Also, don't expect to see the same person saying the same thing over and over again in the game. Hooper told us, "Every character is unique."


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