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                      <p><b><font face="Arial, Helvetica, sans-serif" color="#0000FF"><i><font color="#904C10" size="3">To 

                        the Extreme</font></i></font></b><br>
                      
                      <div align="right"> <font face="Arial, Helvetica, sans-serif" size="-1">By 
                        <a href="mailto:radpipe@loonygames.com">Russell &quot;RadPipe&quot; 
                        Lauzon </a></font></div>
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                  <td width="45%" align="right" valign="top"> 
                    <h5 align="right"><b><font face="Arial, Helvetica, sans-serif" color="#00025E">Vol. 
                      2, Issue 14<br>
                      February 28, 2000</font></b></h5>
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              <p><font face="Arial, Helvetica, sans-serif" color="#00025E"><loonystart> </font></p>
              
              <p align="right">&nbsp;</p>
              
            <p align="left"><font face="Arial, Helvetica, sans-serif"><b>That’s 
              very good advice.  There’s nothing like losing a lot of work to 
              make you frustrated.</b></font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><b>Eekels: </b> Yeah that’s the worst.</font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><B>Ewing</b>:   The worst is doing work that you’ve 
              already done over again.</font></p>
            <p align="left"><font face="Arial, Helvetica, sans-serif"> <b>Of the 
              feedback you’ve gotten from UT, what strikes you the most, what 
              really gets you in the heart and says, “Wow”?</b></font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><b>Eekels</b>:   I think for me the biggest feedback 
              is people saying that Unreal Tournament is right up there with Quake 
              3.  And with Unreal deathmatch, we wanted it to be just as good 
              as Quake and give people something different to play and a comparable 
              or even better product.  But in Unreal networking didn’t work all 
              that well.  With Unreal Tournament we are competing with Quake III: Arena, 
              and in lots of reviews,  they  favor Unreal Tournament.</font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><b>Ewing: </b> 
              Especially when we first started Unreal Tournament.  Everybody was 
              saying, “You’re going against Quake III: Arena?  What are you guys, 
              crazy? You guys are going to get clobbered.”  </font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><b>Eekels</b>:   And it’s holding up and it’s doing 
              okay or even better.  </font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><B>Ewing</b>:   That’s definitely one of my answers, 
              but my other answer was, I’m very proud of all the accolades that 
              the level designers got.  Just the one fact is that we strive to 
              make something different, to try for a lot of varieties in our levels 
              and make them, to just try and make them different from the regular 
              style deathmatch levels but still make them fun to play.  But to 
              make people say, “Ah man, I remember that level!”</font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><b>Eekels</b>:   It’s the thing that sticks in your 
              mind.  Instead of saying, “The one with all those rooms?”  I remember 
              this one like the Overlord map.  The Beachhead map!</font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><B>Ewing</b>:   Just people remembering your map.  
              “Oh wow that was such a cool map.”  That’s a neat experience to 
              play in an environment like that.  That was one of the big things 
              to me.</font></p>
            <p align="left"><font face="Arial, Helvetica, sans-serif"> <b>Let’s 
              talk about Quake III: Arena and Unreal Tournament.  Who was the first 
              to come up with the idea?</b></font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><b>Eekels</b>:   Bill Gates.</font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><B>Ewing</b>:   Well, ah, as most people know, Quake 
              III: Arena was announced first, but I’m sure they were thinking about 
              that idea for a long time before they announced it as well, but 
              we originally also thought of doing a multiplayer expansion pack 
              after Unreal and we had thought of doing this before we heard of 
              Quake III: Arena.  So I’m not sure who originally thought of the 
              idea first, it may very well have been them.  We did think of the 
              idea before we heard the announcement from id that they were going 
              to do it.  Then we did a collective, “DOH!” when we heard that they 
              were going to do that to and that we would have to release it after 
              them.  Ultimately you always get the people saying that you’re copying 
              their idea or whatever.</font></p>
            <p align="left"><font face="Arial, Helvetica, sans-serif"> Was there 
              a rush to release Unreal Tournament, or were you hoping you would 
              get it into stores before Quake III: Arena?</font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><B>Ewing</b>:   Definitely I’m sure we were hoping 
              that, but above that was our will to release a game that was absolutely 
              as polished as possible.  We kept saying for those last 6 months 
              that we’re 98% done, but we just wanted to squash all the bugs and 
              make everything as good as possible before we released it.</font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><b>Eekels</b>:   Whenever you get a new version 
              of the game code-wise, things are fixed in it, but because they 
              got fixed something else got broken.  So it’s always 2 steps forward 
              –</font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><B>Ewing</b>:   1 step back.</font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><b>Eekels</b>:   That kind of thing.  So we just 
              wanted to make sure that Unreal Tournament would perform well.</font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><B>Ewing</b>:   Of course we were hoping that it 
              would come out before Quake III: Arena, but that’s not something 
              that drove us forward.  I mean, both development schedules seemed 
              to change a lot and I don’t think either team really focused on 
              the other team that much we were just making our own game and making 
              it as good as we could.</font></p>
            <p align="left"> <font face="Arial, Helvetica, sans-serif"><b>Eekels</b>:   There is a good thing if you release 
              a product first.  But definitely the decision to release it was 
              when we were sure we had a good game.</font></p>
            <p align="left"> <br>
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<p><i><font face="Arial, Helvetica, sans-serif" size="-2">Credits:  Illustration 
  &copy; 2000 Allan &quot;Machette&quot; McKay. This interview is &copy; 2000 Russell &quot;RadPipe&quot; 
  Lauzon, Dave Ewing and Pancho Eekels. All other content is &copy; 2000 loonyboi 
  productions. Unauthorized reproduction is prohibited. So don't do it, or we'll 
  deport you.</font></i></p>
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