For a number of folks at the office, the release of Call of Duty 4: Modern Warfare has been hugely anticipated. When a local GameStop got the game a little earlier than expected on Monday, I noticed plenty of guys fleeing from their desks at lunch. I hope they have plenty of time to play it this weekend, because with the holiday season in full gear, time is precious.
Here’s how we’re spending our weekend…
Tim “Visor” Lamb, Associate Producer: Call of Duty 4
Aaron Mitschelen, QA: LotRO, Soul Nomad and the World Eaters, World in Conflict, Jean d’Arc, Disgaea: Afternoon of Darkness, GrimGrimoire, Persona 3, Hellgate: London
Michael Lattanzia, QA: Way too much Hellgate: London, Team Fortress 2â€¨
This week Pete’s been in London showing Fallout 3 to some press guys that haven’t had a chance to see the game in action. One of his stops was over to the IGN UK office, where he took some time to answer questions following the demo.
Here’s a sample:
IGN: Can you talk a bit more about the melee system in the game?
Pete Hines: We’re still working on and sorting out the melee system. The gist of it is that it works just like ranged combat using a gun. You can use VATs [targeting system] using a melee weapon and the idea is that when you get up close with someone with a melee weapon you do pretty significant amounts of damage, because it’s more than likely you’ll be shot at when you’re running towards the enemy. So the idea is that when you get up close you can do serious damage, providing you’re any good with that weapon. The reverse of that is true as well, that if someone with a melee weapon gets close to you then you can take a lot of damage. In fact, it’s viable to play the whole game using only a melee weapon – you can do it and be really good at it. It’s another class of weapon that has its own custom weapon that you can make and it fits into the mould of all the other weapons in terms of being a viable choice to play through the whole game with.
Star Trek: Conquest will be on shelves soon, but before it does, we figured we could share a few more screenshots from the game. The screen above, which shows a Dominion Cruiser flying past Archanis, as well as screens below are all taken within the Arcade aspects of the game.
Also, if you haven’t seen the “Empire” trailer yet, check it out.
Hi. I hope you enjoyed the one about schooling and game development. Today, I jotted down some thoughts about being a designer. By no means comprehensive, but just some things to think about.
So you want to be a designer. The best way to become a designer is to be a programmer or artist first. We’ve even hired designers who were in QA, too. It’s a potluck. You can’t get in unless you bring something to the table. Once you get into the party, you can work your way over. Designers can be broken up into a few different categories – and keep in mind, these roles are split/combined in different ways and called different things depending on where you work in the industry.
This is a VERY general outline and I’m sure there are people out there who can define these much better than I have, but here is my take.
We have a special Inside the Vault today, featuring our community manager, Matt Grandstaff. We thought it would be fun to do a special Q&A with Matt since he is our main point of contact with our fan community. Todd Howard contributed a few of the questions.
One of our artists, Dane Olds, informed me that he and some other folks at the office (see the team photo above) played a couple of friendly matches of Team Fortress II against the developers over a Breakaway, ltd. I asked Dane to write up a little post-game wrap report. Here’s what Dane had to say:
Some of you may know that several of us here at Bethesda have been spending quite a bit of time with the Orange Box.I’m going to go out on a limb here and say that a good portion of that time has been spent with Team Fortress 2.So when we received a challenge from BreakAway, ltd. (located nearby in Hunt Valley) we were more than happy to step into the ring.
This week we’re chatting with David Molinero, better known in the Morrowind modding community as Connary. For a living, Molinero works as a freelance digital illustrator; work that includes doing scenery layouts for books and television spots. In the last year, he also spent time participating in some amateur videogame development. When he’s not working, he likes to “get lost, preferably in a fantasy world.”
This past week Connary took the time to answer some questions about his contributions to the Morrowind modding community. Here’s what he had to say:
Looking through our BGS forums today, I came across a fantastic Oblivion fan trailer from Azumoth. It’s just over a minute long, but it does a great job showing some cool parts of the game, including work done by the modding community. You can also view a high-res version here or jump into the forums to discuss it.
A reminder, if you have videos you’d like to share on the blog, send them over to us for us to admire.