Q: Can we expect similiar gameplay to ET and RTCW. Fast objective gameplay. Requires more tactics instead of aim.
A: Yes, but i’ll have to say it now, Brink will not be as fast as W:ET (see my earlier comment about trying to make a game with as broad an appeal as possible). But faster than the norm, I’d say. And very deep :-
Q: Will there be ET/RTCW spawntimers & selfkilling?
A: All the normal rules and tactics you’ve come to expect from ET will be in Brink
Q: Is there any iron sight in Brink?
A: Yes. In the same way that in W:ET you would crouch to slow yourself down and get better aim, in Brink, you ironsight to slow yourself down and get better aim. Same basic mechanics.
Q: Please integrate the Wolfmap “Supply”. Most awesome map ever!
A: You mean supplydepot? actually, we’re taking a lot of inspiration from older popular W:ET maps, and in fact that we’ve got one map in Brink that follows the same basic flow of that one (at least, it does at the moment… things are still be playtested and balanced, and who knows how they might change as time goes on). but the kind of play you see there is definitely the type of play you get in Brink
Q: Why does SD not come up with new and unique things anymore like you did with rtcw/et? maybe the games you make would be played competitively for more than one year then. or arent you passionately enough for your games and just aim for quick sells because of famous names?
A: Not sure what you mean. I can say that we love the kind of objective based competitive gameplay that was really invented with ET, and almost no one else is doing it, and we’re constantly finding new ways to tweak and improve it. until it’s perfect, i doubt you’d see us moving on to something completely different. we just love this kind of game too much!
Q: Will BRINK support Linux or Mac OS?
A: Yes to Linux server support. not sure about Mac (will have to ask at work).
Well, why the heck do we compare it to ET games?
Linux support ouch…
Q: What I mean is; why dont you go on with the RtCW/W:ET-gameplay and movement stuff. RtCW was very successful with its 1on1 game gameplay and movement. why dont you instead of copying cod games copy this style again? Fast obj based gameplay IS NOT possible with ironsight and all this stuff.
A: While that kind of gameplay is fantastic, it’s genuinely too hard for the vast majority of players out there these days. You guys are literally too good! If we make a game that caters to your strengths as players, we create a game that literally 90% of our potential audience wouldn’t be able to play well, and as a result we’d screw ourselves and go out of business. That said, I do still think Brink is faster than what has kind of become standard in the last few years, especially when you consider our freedom of movement stuff, and our “small body type” which lets you move faster. And I know our gameplay is the most tactically deep out there, so we’ve got that gong for us too. Hopefully there’s be some official video out soon so you can judge for yourself how we’re shaping up.
Q: You seem to underrate the players then. its not like my parents or whoever would play the game, only people who play fps games will buy your game anyway and they dont need **** loads of tooltips and things like iron sight. look at the fps games that were made in the past. they were popular because they were so simply to play and i think that there is the problem of the games produced nowadays. you seem to think that making a game slower, adding tooltips and using iron sight make games easier to play but its exactly the opposite.
A: I think you underrate yourself. To play at the level that you play at, it’s really beyond most players today. The audience has really expanded a lot in the last 10 years, and as well, Brink is trying to expand it even more by getting players who never try online to try us. So to make it a game where success is measured in hyper precision pinpoint actions and blisteringly fast gameplay would keep us too niche. A game could be successful catering to that audience, but it would have to be made for a fraction of the money a normal AAA blockbuster is made these days. Also, it wouldn’t hurt it if was given away for free, like W:ET But we’ll try to expose as many variables to players so they can make their own competetive mods without requiring a degree in computer science! And, we’ve got the ‘fast’ body type for players who want to move fast. I don’t think it would be crazy to expect that players would have the ability to set up servers where everyone is forced to be the small acrobatic body type, so everyone is moving around at full speed, scrambling up walls, for example.
I wish I knew this before the release. Now I know why brink has such a ridiculous high spread and terrible gameplay, they wanted to appeal the masses
<— looking at steam top 100 and CLAN/tournament site, looks like splashdamage was aiming for a niche market