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                      <p><b><font face="Arial, Helvetica, sans-serif" color="#0000FF"><i><a href="../../../index.html"><font color="#904C10" size="4">Through 
                        the Looking Glass</font></a></i></font></b> <br>
                      
                      <div align="right"> <font face="Arial, Helvetica, sans-serif" size="-1">An 
                        interview by Russell &quot;<a href="mailto:radpipe@loonygames.com">RadPipe</a>&quot; 

                        Lauzon</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 1&nbsp; <br>
                      November 8, 1999&nbsp; </font></b></h5>
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              <h5 align="right">&nbsp; </h5><loonystart>
              <div align="LEFT"><b><font face="Arial, Helvetica, sans-serif">Rogue 
                Entertainment has always been a company that's spoken softly yet 
                carried a big stick.&#160; In other words, they say very little 
                but consistently produce great work.&#160; How did they get involved 
                in the Alice project?&#160; Was it your experience with them in 
                previous projects (such as mission packs for Quake and Quake II) 
                that led you to them?</font></b><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif">I've 
                know the guys over at Rogue since my first days at id. The fact 
                that they are now working on this product is one of the nicest 
                examples of serendipity I've ever seen.<br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
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                      <div align="center"><font face="Arial, Helvetica, sans-serif"><a href="http:/home/loonygames/loony.timedoctor.org/content/cgi/image.pl?image=/content/2.1/feat/alice.jpg&amp;w=1024&amp;h=768&amp;back=/content/2.1/feat/index2.php&amp;name=Through%20the%20Looking%20Glass"><img src="alice_sml.jpg" width="98" height="100" border="0" alt="click to enlarge!"></a></font></div>
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                      <p align="center"> <i><font face="Arial, Helvetica, sans-serif" size="1" color="#000253"><ignoreme>As 
                        this concept art proves, Alice is shaping up to be very 
                        demented indeed (214k)</ignoreme></font></i></p>
                    </td>
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                <font face="Arial, Helvetica, sans-serif"><b>Using the Q3A engine 
                for Alice seems like an obvious choice considering both your and 
                Rogue's experience with id-engine games, but since its focus is 
                on multiplayer play, how do you see it as a development tool for 
                single-player?&#160; Are there any obvious enhancements you're 
                planning to make that you can talk about now?</b><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif">We've 
                already made enhancements to allow us to immediately start single 
                player development, but we're not ready to go into it yet.<br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><b>What 
                variations of multi-player play are you considering?</b><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif">Lots! 
                But we're not going to go into it yet.<br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><b>The 
                multiplayer game is from a first person view, while the single 
                player is played from a third person view. Can you explain why 
                you made this decision?</b><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif">Well, 
                this comes mostly from talking with various people in the industry, 
                the players, and online community, and from my own personal preference. 
                It just doesn't seem that a proper <b>DOOM/Quake</b> style deathmatch 
                can take place in 3rd person. This does not mean that you won't 
                be able to run a 3rd person server, but multiplayer will default 
                to 1st person.<br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><b>Will 
                the weapons be identical in both the single and multiplayer games? 
                How will the difference in perspective change them, if at all? 
                </b><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif">The 
                weapons will be identical. You can see how the 1st/3rd person 
                switch works in the current version of Q3.<br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><b>Since 
                the game is based on the Alice books (which are fairly tame), 
                who will you be fighting against? Will the game's emphasis be 
                on pure action, or exploration?</b><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif">I'm 
                hoping that we can recapture the action adventure feel of the 
                original DOOM. The characters you will be fighting against are 
                a mixture of original characters (Mad Hatter, Tweedledee, etc) 
                and new characters that we've designed just for the game.<br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><b>What 
                prompted the decision to have two geographically separate teams 
                to work on the single-player and multi-player aspects of the game?&#160; 
                What challenges do you foresee in communication and shared development? 
                </b><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif">The 
                decision was based on the fact that this solution offers us the 
                best chance at creating a solid product on time and on budget. 
                The Rogue guys have Quake-based game development down to an art. 
                We also have internal support from large group of very talented 
                people at EA who are focusing an amazing amount of creative energy 
                on this product.<br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><b>Since 
                you're the Game Designer, how do you plan on communicating your 
                vision to the troops (friendly people at Rogue) when you live 
                in a different city? Will you be sending anyone from EA to Rogue 
                to help? How much time are you spending at Rogue's office?</b><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif">This 
                is one of the best parts about working with Rogue. Since we've 
                all known each other for so long the communication issue is almost 
                non-existent. The vision was communicated a while back when I 
                spent a week in Dallas working with the Rogue guys. They are as 
                much a part of the creative process as I am, and we've really 
                come together on the design of this product.<br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><b>What 
                will your role at EA entail in addition to Game Design?&#160; 
                Will you also fill the slot as Lead Level Designer?&#160; How 
                about Project Manager?</b><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif">At the 
                moment my official title is "Creative Director". Under that guise 
                I find myself doing everything from game design to level design 
                to project management. Again, I'm also surrounded by a great group 
                of people here at EA who are constantly helping with every facet 
                of production.<br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><b>What's 
                the best thing that you learned at id Software that you've carried 
                over to EA?</b><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif">Wow, 
                that's a really difficult one. id taught me so much about games, 
                work, and life in general. I think the most important lesson I 
                learned there is the one that I take with me even when I'm not 
                at work: "Never take yourself too seriously."<br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><b>What's 
                the work environment at EA like?&#160; </b><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif">Just 
                amazing. And speaking of which... I need to get back at it now 
                :)<br>
                </font></div>
              <div align="LEFT"><font face="Arial, Helvetica, sans-serif"><br>
                </font></div>
              <div align="LEFT">
                <p><font face="Arial, Helvetica, sans-serif"><b>Thanks American 
                  McGee!<br>
                  <br>
                  </b></font></p>
                <p align="right"><i><font face="Arial, Helvetica, sans-serif" size="2">- 
                  Russell &quot;<a href="mailto:radpipe@loonygames.com">RadPipe</a>&quot; 
                  Lauzon is currently exhausting all his free time researching 
                  Beer Goggles.</font></i><br></loonystart>
                </p>
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<p><i><font face="Arial, Helvetica, sans-serif" size="-2">Credits: Through the 
  Looking Glass is &copy; 1999 Russel Lauzon and American McGee. All other content 
  is &copy; 1999 loonyboi productions. Unauthorized reproduction is prohibited, 
  goldarn it. </font></i></p>
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