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Tim Willits Interview: Lead Doom3 Designer 176

Joe writes: "PlanetQuake3.net has a interview with id Software's Tim Willits who is the lead designer and project manager of Doom 3. Tim talks about the new generation of level editing in Doom3, his favorite maps of all time, how designers and coders work together, and many other subjects. One of the most interesting parts of the interview was this question: 'PlanetQuake3: Will it be possible to adjust the speed of the game for between single player and multiplayer play?' 'Tim Willits: Yes, most of the game logic is outside the main executable, this gives us great flexibility in changing basic game parameters between single and multiplayer.'"
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Tim Willits Interview: Lead Doom3 Designer

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  • Hmmm (Score:1, Insightful)

    by friday2k ( 205692 )
    I don't know what the others think but for me a game is not only about gfx. I still play Half-Life (OZ mod that is) and yes, the gfx and levels are not that great but the multiplayer experience is still the best (for me). Why do we have to go further and further with gfx, new levels, etc when the old games still have their challenge? So it will be more realistic to shoot up monsters, more realistic sound, creepier levels, etc., but does that really make for a better game? Just wondering ...
    • Re:Hmmm (Score:1, Insightful)

      by ApoxyButt ( 536650 )
      I tend to agree with the guys at Penny Arcade [penny-arcade.com] that Doom3 is great for a proof-of-concept, so to speak, but it's still just Doom. You can put all the detailing in the world on a '90 Civic, but that doesn't mean that driving it is going to be any more fun.

      If you believe Gabe and Tycho from PA, and I do, the exciting thing about Doom3 is the possibilities its engine opens up for games that really push the envelope.

      • You missed an important point in all that - they were talking about the E3 Demo. They weren't excited about the tech demo. They (and you) don't know jack squat about what the actually game is going to be/play like. Don't flap your gums about what the game is or isn't until there is at least an actual completed game available.
    • Man, people are always going on about this.

      it doesn't make a better game on its own, but it does allow the designers the freedom to make a better game.

      blah blah, I'm still playin nightStalker on the Intellivision, like Doom3 could top that.
    • Comment removed based on user account deletion
    • Good gfx always enhance a gaming experience. But the core, of course, is the gaming experience. I think people are excited about Doom 3 because they know ID is going to produce a good gaming experience, and this time it will have a lot of interesting visuals and sounds. It's like the sprinkles on the ice-cream.

      Take Rayman 2, for the DC. The gameplay is sweet as hell, it's a fun game that's challenging but not frustrating. What makes it even better is just how mesmorizing, quirky, and beautiful the graphic for the game are.

      I guess what I'm saying is, if the gameplay is good, go ahead, go nuts on the graphics. What could it hurt?

  • by garcia ( 6573 ) on Monday August 26, 2002 @02:01PM (#4142509)
    I *refuse* to play new online games like Q3. I hate the way lag "feels". No longer do I actually seem like I am moving slower. In fact you feel as if nothing has changed yet to other players you are in fact standing still.

    It is VERY annoying to have sudden lag and see players hopping around on the screen. Explain to me how the hell you are supposed to compensate for that?

    We need to go back to the way Q1 felt as far as lag was concerned. At least that way you could at least learn to adjust to the speed of your connection and change your aim accordingly.
    • Nah... Just get a broadband connection.. :P
      • a broadband connection isn't any better when your neighboor's mp3/porn ftp site is in full swing, or you are in an environment like battle.net where you can run lag-free from 5-6am on every other sunday.
      • I have roadrunner. I have had DSL (two places), I have had ethernet at school, and I have had 56k.

        I have found that even though I might have MONSTER bandwith (with RR mostly) I have SHIT pings. I don't even bother to play anymore.

        At least when I was on 56k playing Q1 I had a STEADY 185 ping (crctf.quake.erols.com) and I could actually do rather well. Now, w/broadband I have ping spikes and I am normally 80ms behind everyone else.

        I would have rather played 56k back in 1997 than 3mbs in 2002.
        • That's because bandwidth has little to do with latency. And latency is what online gaming is all about.

          If you have a steady 185 ms ping with a 56k modem you're better off than an erratic 20-80 ms ping with a broadband connection.

          That was true in 1997, and it's true now. If you could adjust your aim for that 185 ms ping then, you can now too -- I get railed regularly by people pinging 3x me because they've adjusted for their ping. One of the best Q1/2 players I know was on a modem the entire time and regularly beat people on T1 lines.
    • Little anecdote along these lines. I was all hot and bothered for the Mechwarrior series of games, so when Mechwarrior 3 came out I jump right in and played the single player campaign until my body screamed for its required raw materials....like 'water' and 'carbohydrates.'

      It then dawned on me that I could derive a new plateau of enjoyment from this game by hitting up the multiplayer (we had recently got broadband). Straight away I had visions of joining a clan and rising to a level of prominence. My strategy would confound...my reflexes would dazzle...the sheer artistry and elegance of the custom configuration on my war machine would revolutionize design standards. These were my thoughts as I received the instructions for my first clan audition.

      Them: "Get in this machine and configure it with nothing but energy weapons."
      Me: "But my design philosophy is really built arou---"
      Them: "You want in or not?"
      Me: "Yes sir."

      I promise this is getting to the point. I couldn't understand why they were having me configure the machine like this, until they explained that all the other weapons were basically useless because of lag: You need to shoot about 3-4 seconds ahead of your opponent and this can only really be done with the energy weapons, because they travel instantaneously. ...
      Three to four seconds ahead? Forget that...so ended my multiplayer Mechwarrior outing. I've been away from it for a while, so maybe it has got better. But the lag situation really took the life out of that 'net play game.
    • you will *really* feel the lag now that doom3 is P2P. id seems to have digressed in terms of netcode performance since q1 and they are continuing that grand tradition into doom3.
    • Add to this the fact that most FPS fans seem to be intent on moving as FASTASPOSSIBLEATALLTIMES, since very few games reward you for being careful (Thief was one).

      Prediction only works well for things that are, well, predictable! Large vehicles are great for this, because their ability to turn and change speed quickly is usually limited, hence a missed packet or three will cause a seeminly more abrupt change. RPG's take advantage of this because people generally move in a line, and it's seldom nescessary to follow someone exactly (they NEVER do traps very well, although maybe NWN does).

      The golden rule though is that the server is always right. If your move-forward command didn't get there, you didn't move yet. If your screen shows you moving, it is lying to you. I think the client side should only predict ahead about 1 or 2 packet-times, and it should always smoothly correct paths and speeds accordingly.

      Otherwise, things work as they do now, and anyone who constantly dodges in semi-random ways will appear to blit to different parts of the screen under all but the best latency conditions.

      HINT to ID (and friends): Not everyone can get 80ms, and 2 packets lost puts the predictive code a good 250ms into badness.
    • Why not just play Quake1 then? Many opensource clients are available with various improvements. I suggest getting a Quakeworld client because it is simply Quake1 with an improved network protocol that allows for various levels of "prediction" in addition to simply being more efficient than the original Quake network protocol. In fact, in Quakeworld, you can set a prediction threshold known as pushlatency.

      For example, "pushlatency 0" means that any lag above 0 miliseconds is lag you want to not have predicted. That is most likely what you are looking for. So you get an efficient network protocol, but the client doesn't try to hide the lag. "Pushlatency 0" is effectively "What You See Is What You Get". While "pushlantency -500" means that any lag above 500 miliseconds (half a second) is lag you want to not have predicted. Such a setting is useful for modem players that want a smooth feel, but still want to "feel" any extreme lag.

      I still play Quakeworld regularly, and I usually have less than a 100ms ping, and I play with "pushlatency -2000". Such a setting basically says "give me full prediction and hide all my lag". If your lag goes above 2000ms, that means its been 2 minutes since your client has talked to the server. So with that lag, you most likely aren't connected to the server anymore ;-)

      Seeing as Quake1 is still getting graphical improvements in addition to many other improvements, and add in the fact that it is opensource and inexpensive... why not just play quake 1? It has gameplay as good as or better than all of the other FPS games out there.
    • Absolutely. I play a lot of iCTF/iTDM/iFT and I'd rather rail against someone with a 20 ping than someone with 175 and high pl, because my reflexes are fast and when you shoot an lpb, he generally dies. HPB's sometimes aren't where their avatar is displayed, meaning you have to miss to hit them. Especially when they warp- then you have to guess.

      The sad thing is, warping at least is 99% fixable. The big problems come when 1) players have their maxpackets+snaps+clpacketdup set too high, saturating their upload bandwidth, so the server doesn't receive the gameworld updates it expects, or 2) when players have very high packet loss and have a network card that implements packet caching, which confuses the Q3 engine by sending lost packets n+1 times when the server is expcting n=cl_packetdup. These are both problems which can be fixed with a little work or a $10 investment in hardware (or, sometimes, simply turning off packet caching in network card properties).

      I have not yet found a n00b lagger whose lag was so bad that I couldn't make him stop warping with a little tweaking of network parameters, or in an extreme case, a new network card. Assuming his ping was under 400 or so, and he was willing to experiment (you would be surprised at how many laggers do it intentionally, esp at instagib servers). Not being hittable is a big advantage... especially when you play against good players, with >60% accuracy rates.
    • Agreed. Games like CStrike which try to compensate for lag make the game so unfair! You think you're getting out of the line of fire by walking behind a wall, but then you suddenly drop dead when you think you're safe (And I'm not talking about assault rifles in that game).

      The best on-line multiplayer experiences I've had were with Threewave Q2 and Mechwarrior 2: Mercenaries. In both cases, your ping was directly responsible for how far you had to manually compensate. It was consistent and it was fair. If you were dead, you knew it right away. With newer games, it feels like someone else is aiming for you.
      • I disagree. Counter-Strike is by far and away the best online multi-player game. The whole structure of the netcode gives players with 56k modems a chance to play against the people with T3's. Yes, lag spikes are there, and occasionally you'll see unfair deaths but it's a minor annoyance. If you are open minded, you'll realize that Counter-Strike/Half-Life has more man-hours put into it's netcode than any other game. There are a minimal amount of packages sent over the wire, and the downloading of maps, sounds and other customizations is painless. I'm sure you didn't know that "sv_unlag 0 automatically turns off client side shot prediciton and lag compensation (cl_lc and cl_lw respectively) so that you can lead your targets and shoot AHEAD of them, like the quake rocket." Of course, Counter-Strike is a team-based game with actual strategy so I don't expect you death-matchers to understand anything except how many frags you get.
  • by Bonker ( 243350 ) on Monday August 26, 2002 @02:07PM (#4142565)
    PlanetQuake3: How much does it help you to be able to edit the game in real time? Did you request that feature be added?

    Tim Willits: It is great for aligning textures and working with the lighting. Yes, we requested that feature be added, it is an example of the designers working with the programmers to make the best possible editing environment for the game.


    This sounds surprisingly like the Build engine, which was used to create levels for Duke Nukem 3D and a few other 3DRealms games. The editor had a complete instance of the engine so that a level designer could go in and build levels around himself, aligning textures and specifying shading levels all the while. It was surprisingly intuitive once you figured out which keyboard key was responsible for which editor action.
    • by Pyrosz ( 469177 ) <amurrayNO@SPAMstage11.ca> on Monday August 26, 2002 @02:15PM (#4142658) Homepage
      Take a look at Tribes/2/Torque (engine) for how an in game editor can work. The Torque in game editing is really good right now and allows tons of control without wasting your time by starting and stopping the game for every little change.
    • You've got to love the old Build Engine. I remember spending tons of hours working on custom maps for Duke3D. One time we were playing on a map my friend built and I couldn't figure out why he was suddenly so much better than me. I decided to follow him around the map and caught him sneaking into a hidden control room, complete with video cameras showing all parts of the map, a weapons stockpile, and walls that you could see through and shoot through, but only in one direction. Lots of fun. Back on topic - the build engine's integration did make things easier, even though one might not think it would.

    • you can carry weapons to modify the environment in real-time as you multi-player.

      imagine a "wall gun". somebody is running, running, you shoot, and a wall (of spikes) appear in front of him. he can't stop in time and loses 30% health. you laugh your ass off until another team-member hits the ground you are standing on with an "infinite abyss canon".

      you can also do texture guns / mirror guns etc. imagine painting all the walls into (100%) reflective surfaces in real time, when you run into an enemy. (like in bruce-lee movies). or even spray the texture of yourself all over the place.

      it would make an interesting game, for sure.

      it would also make excellent "god" games. where you raise the lava or cause huge chasms in the ground, etc.
      • Sounds like a good mod for a game with a Heretic theme.
      • would you be able to cause a medusa or hall of mirrors effect (2 different effects here, not one like someone would interpret if i don't specify). Imagine acidently spraying a bad tecture on and your computer locking up or accidently making a mirror face a mirror. And before someone makes a comment about it yes, I know hall of mirrors is a problem in the build engine and not doom (no mirrored surfaces in doom). Prohaps you could make a paralax floor in real time (or a paralax wall, which is EVIL.) I made a multiplayer level once with normal floors and paralax sky and walls, was really amusing to try to play.
  • 'PlanetQuake3: Will it be possible to adjust the speed of the game for between single player and multiplayer play?' 'Tim Willits: Yes, most of the game logic is outside the main executable, this gives us great flexibility in changing basic game parameters between single and multiplayer.

    Is this the same multiplayer that you haven't started yet [slashdot.org].
    • It does not mean they have started multiplay work it just means that they have planned ahead for multiplay features while working on the single player code. Is that so odd?
    • He never said it was started/complete in the text you quoted. "Will it be possible..." - Future tense. "this gives us great flexibility..." - The infrastructure can be present long before all the resources are in place. Where are you coming from?
    • Holy shit! They're planning before implementing??? I thought that was impossible, or at the very least, illegal!
    • Well, gee. Second question in the interview:

      PlanetQuake3: Is Doom3 at the stage where everyone at id plays a deathmatch game over the LAN or is that stage a ways off?
      Tim Willits: We are all focusing on making a great single player game and haven't started on the multiplayer component of the game yet.


      Just because they haven't started the multiplayer component yet doesn't mean their engine design isn't complete enough that they know it will allow the features in your quote.

      -Puk
  • Warning: Too many connections in /home/virtual/site2/fst/var/www/html/mainfile.php on line 42

    Warning: MySQL Connection Failed: Too many connections in /home/virtual/site2/fst/var/www/html/mainfile.php on line 42
    Unable to select database
    • Now it says:

      Warning: Access denied for user: 'planetquake3@localhost' (Using password: YES) in /home/virtual/site2/fst/var/www/html/mainfile.php on line 42

      Warning: MySQL Connection Failed: Access denied for user: 'planetquake3@localhost' (Using password: YES) in /home/virtual/site2/fst/var/www/html/mainfile.php on line 42 Unable to select database

      Looks like someone was displeased with the traffic...
    • Better yet:

      Warning: Access denied for user: 'planetquake3@localhost' (Using password: YES) in /home/virtual/site2/fst/var/www/html/mainfile.php on line 42

      Warning: MySQL Connection Failed: Access denied for user: 'planetquake3@localhost' (Using password: YES) in /home/virtual/site2/fst/var/www/html/mainfile.php on line 42
      Unable to select database

      Seems they have some serious resources problems with the infamous Slashdot effect :)

  • My favorite group of maps were the 6 extra deathmatch maps in Quake 1. When I came up with the idea to include extra maps into Quake 1, only for deathmatch, the guys here at first thought it would be a waste of time. I really pushed for getting them in and I'm glad I did. Those 6 maps were played more by our fans than the entire rest of the game.
    I'll say they were played more... I'm pretty sure they were all remade for Quake 2 (if not all then most were - I can't quite remember, it's been awhile) and subsequently got played more than the maps that came with Q2, and several of them have shown up in Deathmatch Classic for Half-Life...
  • These would be very near and dear to my heart, I hope they're in development path:

    Super Mario Doom: No more carts of jumping from platform to platform over mushrooms and barrels, its Mario goes a'Fragging.

    M.U.L.E.'s revenge: The proletariate goes Marxist on Mechtrons, Gollumers, Packers, Bonzoids, Spheroids, Flappers, Leggites and Humans. No more colony tap-dancing contests, ever!

    Bear Day Afternoon: Bentley rules these Cyrstal Castles with enough firepower to cut down even the surliest centipede, tree spirit or skeleton.

    Cooking with the Iron-fisted Chef: Eventually everything looks like spaghetti and lots of it, marinara everywhere! Woo!

    Star Wars: Attack of the Anaklones: If they could clone Jango Fett, imagine a clone army of twisted, anguished Anakin Skywalkers. May the force be with you, cause everyone else is on the last train out of town!

    Living and Dying with Martha Stewart: Shrapnel and gore, but extra bonuses for tastefully arranging the recently departed. Watch for subpoena servers, though, they can bring down even the mightiest empire.

    CowboyNeal's Duck Hunt: Point gun, hold down trigger, hours of entertainment or you could just tape down the button and leave for a while.

  • by Rahga ( 13479 ) on Monday August 26, 2002 @02:42PM (#4142893) Journal
    We get it. Doom 3 is same old same old, a lot of you are bored with the FPS genre, blah blah blah.

    Doom 3 is a single player (our 4 player co-op) FPS game that is doing something most of you dorks haven't figured out yet. It's time for PC games to move beyond the Charlie Chaplin -> Talkies phase and into the Studio Picture phase. Doom 3 doesn't seem to aim for the blockbuster game of the year. Essentially, it's time for games to seperate the technology from the story and art. Every once and a while, a new game will be the first to showcase new technology, in the same way Star Wars recently started hitting up digital theaters. But, by and large, this is just a project to showcase some new technology which will not only try to tell a good story and make a nice profit off of it, but also to pimp the technology that powers it.

    What makes this different from the projects like it in the past is that they are making no bones about what Doom 3 is... Doom 3 is to the game industry what "Harvey" was to the film industry. I guess. :)

    Anyway.
    • Well said, man. Sorry to see that no one else noticed, but i'd toss a point to you if i had one...
    • It's time for PC games to move beyond the Charlie Chaplin -> Talkies phase and into the Studio Picture phase.

      Woe unto he who would compare PC games to movies, lest I should incant the unholy name "Wing Commander 3"

      Yes, Doom 3 is awfully pretty, but it is not a shift in paradigm. It is an iteration going back to Wolf3d (or even further back to that wireframe star wars arcade game of the early 80s whose name escapes me).

  • That we could have a Doom3 section? It seems that we're getting an article every couple of days, and I'm getting pretty tired of seeing previews plastered over the front page. I mean, I want to play Doom3, but I'm prepared to actually, you know, wait for it.
  • Quake never had it, but UT allowed you to adjust the game speed between 50% and 200%. It seems as if Doom 3 might give you some control over this, even if it's just a variable in the game you have to adjust.

    Why is adjusting the game speed a good idea? Well.. I used to play UT all the time, and then moved to Quake 3. Quake 3 was a far faster game (in gameplay terms) and I got to love it, and my 'skills' improved. When I went back to UT, the levels felt too big, the moving about felt slow and nasty, and I yearned for more speed.. so I just put it to 110% gamespeed, and it was more like playing Q3!

    Adjusting game speed is quite important and I wish more games would allow you to do it. One of the first was Maxis's 'way ahead of its time' 1993 sim A-Train. [vidgames.com]
  • I've been playing CS (counter-strike) for some time now, and I must say that every new high-tech game I've tried I've ended up deleting. They are all too complex, and they was no fun playing in multiplayer-mode. There was so many things that players could hide behind. Also, they seem to lack realistic movement, even if they have good graphics.

    It seems like every game tries to look good on pictures, and developers put zero time in building a good gameplay.

    I remember the game Stunt Car Racer on Amiga 500. The models sucked and the environment looked like h*ll. But still it was one of the best racing physics I've ever played in a game.

    I suggest game programmers look into some older games and learn from then, instead of looking at fancy rendered 3d graphics and say "hey, let us program that realtime!"
  • by wackybrit ( 321117 ) on Monday August 26, 2002 @03:40PM (#4143329) Homepage Journal
    it is a great time to be in games!!

    I'm not so sure that I agree with this.

    Is it really a great time to be 'in games'?

    As a lone programmer, I say not. How many even slightly successful games these days are produced by single programmers or even small teams? Sure, there are a few very [isketch.net] successful [shockrave.com] examples but they're all lo-fi or Shockwave games.. and not the typical 'computer games' we're used to.

    It might be a great time to be in games for the coders like John Carmack who have about 20 art guys behind them, or for individual members of their teams who get control over a tiny aspect of the game (like Tim Willits), but on a personal level, it kinda sucks right now.

    Games have taken the same track as movies. In the early days of movies, a small team would make a simple enjoyable film of 10 minutes or so.. but then as time went by, the land of Hollywood came in and hundreds of people were required to make a single movie. In the 90s, we had indie efforts like the Blair Witch Project that took movies back to small teams again.. could we experience the same with computer games one day?

    I know I just sound cynical, and I am ready for the 'Troll' and 'Flamebait' moderation points, but I just don't feel it's such a great time to be in the gaming industry right now.

    Even as a -consumer- many of the games now are unoriginal and not as good (relatively) as they were in the 80s. Why is now such a good time?
    • I think most games suck all around these days. Everything has to be "realistic" or it won't sell. I miss the days when everyone could enjoy mario(or whatever game) because it was fun, it didn't matter that it didn't have blood splurting out of the goombas when you jumped on them, it was just fun. I feel sorry for Nintendo now.. still producing the games that are really fun and completely unrealistic looking, and they're thought of as "kiddy." Bleh.

      *end rant*
      • Very true, however, those games still sell boatloads because there ARE enough of us out there who simply could care less about blood and guts and realistic crash modelling, etc .. We just want to play FUN games, and Nintendo will always provide that to us. If I wanted brainless and boring games, I would have bought an XBox.
    • I know I just sound cynical, and I am ready for the 'Troll' and 'Flamebait' moderation points, but I just don't feel it's such a great time to be in the gaming industry right now.

      Allow me to explain.

      Tim Willits was exclaiming his happiness about the state of technology. He gave his opinion, it's a great time to be in games.

      He didn't say "it's a great time for wackybrit to be in games," now did he?
    • Well, maybe you should consider the mod communities. Counter-Strike was essentially made by one guy, albeit with contributions from many others. I for one don't lament the days of the solitary game designer hacking away in his basement - I *like* working within a team, I find it much more gratifying than having no one to work with...
    • from Chronic Logic [chroniclogic.com], you have the superb 1 man (i think) effort, Pontifex. (Sounds like crap but play it... it's so much more fun than it sounds!)
      And another one that made ./ a while back (which probably whacked their sales up 400%) - Introversion [introversion.co.uk]'s Uplink... Not so good, but minimal dev team and zero marketing (except for the viral kind...).
      It can still be done. It just takes a bit of luck, some real dedication and a decent game before you actually get noticed.
  • How many even slightly successful games these days are produced by single programmers or even small teams?

    Are you blind?!? Some of the one-person-developed games have gathered cult-followings!

    Soldat [soldat.prv.pl]
    Porra Sturvat [taat.fi]
    Crimsonland [10tons.org]

    Not to mention mods like Counter-Strike and Day of Defeat, also...
  • I just hope that they will get to produce better level this time. One of the reasons I did not like Quake3Arena so much, was that most levels were not well playable at all with a low number of players (2-4). Maybe with the better level editors they will have better multiplayer maps this time :-)

    Bye,
    Squisher
  • I see people complaining about the reasoning behind having so many games that are all the same. Doom, Quake, Unreal, Tribes, etc. Well, id will stop making games like Doom and Quake when either a) they want to try something new or b) when they stop making money. Obviously they're still making money as they're probably some of the best paid programmers out there right now. And if they're still making money, obviously then people are buying these games, even outnumbering those that pirate the games. which along should keep you amazed.
  • I know it was discussed the other day but things are bugging me about this.

    Why the switch from a client/server setup?

    Client/server has every advantage over for p2p except the obvious burden of the steep requirements to run a server. This doesn't seem to be a problem though as there are literally thousands of quake servers (never mind all the other fps).

    When I am playing on a quake server my only concern connection wise is 'Can I send/receive packets fast enough to/from the server?' With P2P, I now have to have a good connection with each player, which obviously doesn't scale well. P2P is also only as strong as the weakest link. One player with a bad ping can hurt the experience for everyone. Nevermind the overhead of having to tell say 6 other computers where I am/what I'm doing in the gameworld versus telling one computer.

    Id brought us the first popular online game experience with client/server and all the nice things like player prediction that made it possible to enjoy a fast paced game over a modem.
    So what is Carmack thinkin?!

    Is there some other advantage besides no need of a server that P2P has?
  • For god's sake, how many times do reviewers, fans etc. need to be told that the game is SINGLE PLAYER focused?

    For god sake just leave the multiplayer questions alone. I for one am very much looking forward to another engrossing SINGLE player game.

    My favourite games of relatively recent time have all been SINGLE player games like Half Life, Medal of Honour etc. I really do prefer the scripted, well thought out drama, scares, fun etc. I vastly prefer this to the mindless blastfest that most multiplayer games seem to end up being.

    So, please, just leave the questions about multiplayer alone. It'll be there, it just won't be the damn focus. I applaud them for trying to make a scary, moody game, and look forward to playing it.
  • Makes baby jesus cry! :( What are they doing to this game? :( Doom is going to be ruined :(

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