Interview with Phait

Content - Quake - Interviews
System 4 screenshot 1 System 4 screenshot 2

Author: Phait
Website: phait accompli
Add-On: System 4

Phait is currently working on System 4, an add-on episode of Quake. In System 4, Phait is attempting to tell us the origin of Quake, where it all began and why. Here DorKwolf chats with Phait to find out more information of this anticipated mod.

DorKwolf: What made you decide to do a back story to Quake?

Phait: It’s just something that popped into my head actually, I mean… my original project idea wasn’t as ‘big’ - only 3 maps, and the story then was similar to the one now. But somewhere along the time I resumed mapping, it generally shifted and I thought it’d be neat to look at how and why the Quake dimension/entity/monsters came about.

DorKwolf: Why did you decide to map for Quake instead of a newer game?

Phait: To be honest, it’s lazyness. The newer games require so much more work now and it frankly discourages me. Making a Quake 1 episode is still alot of work, on your own, but I like doing things entirely myself anyway. But to get to the point, I think Quake has an atmosphere that hasn’t really been visited since. Painkiller kinda did that, but it’s still not Quake. It’s a classic, it’s relatively simple to work with and it still has a strong but scattered community. Also, part of the allure is that - Quake, doesn’t really explain things. When you play the game you’re in these otherworldly environments and dimensions that don’t necessarily need explanation other than “they are something else”, or something beyond human comprehension. So, with System 4 - I’m trying to explain things - because I don’t think it’s been done before, and maybe it’ll be interesting for others.

DorKwolf: So what kind of features will we be seeing in System 4?

Phait: There’s not any really new big features but just little things to add to the experience. I’m designing some of the levels to have interactive goals aside from the run-shoot-run-shoot gameplay. I’m trying to do interesting things with the environment that aren’t done much, or aren’t done at all - and generally without any external Quake C coding, but merely working in interesting ways with the editor and the assets already available for mapping. For instance, if you’ve seen the teaser trailer at the System 4 website - you’ve seen this robot/cargo arm that moves a load of cargo down the hangar, and sets it on the ground. That’s just func_trains setup just right so it gives the effect as one unit, that can move in multiple directions. Just things like that, I think make gameplay more memorable. In the first map you go through a security scanner (which was inspired by Doom 3), and then are allowed access in. And that itself is just a set of func_trains as well. And the end level, the player will essentially fight an area in the environment itself, instead of Cthon or Shub (since you don’t meet them yet). So that particular area is hazardous, and you get to destroy it and well, you’ll see.

DorKwolf: We know its geared for single play but will there be any multiplayer options, possibly co-op?

Phait: There will be no additional deathmatch maps as I’d like to focus entirely on the single player experience. Cooperative play - at this point it’s not planned, but I have considered it, it’s possible - but the point of the story is you are sent off on your own, and playing co-op would kind of undermine that.

DorKwolf: Is there a specific engine you’re gearing it for?

Phait: Nope, open ended.

DorKwolf: The screenshots that we have seen so far are obviously in the tech base style. Will we see any other variations?

Phait: I would like to venture into other environmental themes, but I am aiming to keep the levels cohesive and so, the base theme pretty much runs throughout the episode. I don’t want the player to be inside a base level after level though, so there could be an outdoor or cavern area that is connected to a base, to break the theme up a bit. One thing I am doing, is combining runic or medieval and base texture sets in a way that I feel works well. It seems most mappers are afraid to do this and rightfully so - you don’t want two seperate themes clashing, but I believe you can get away with it, so I’m committing the crime ;)

DorKwolf: Speaking of other mappers, are there any out there that you would say have influenced your style?

Phait: I would be lying if I said “no”. I’ve been in and out of the community for maybe 2 to 3 years just residing, checking out other’s maps, playing them for the most part (aside from a couple releases of my own). There are some very skilled and talented mappers out there whose layout and cohesiveness skills I envy. General influences would be CZG, Vondur, RPG, Tronyn… among others. Though, who originally influenced me to actually pursue doing a single-player episode - as it’s something I wanted to do for years but never had the motivation or patience… is Kinn. Maybe you’ve played his “Marcher Fortress” release, great map, and that’s what first discouraged me from mapping ever again, but then inspired me to get started!

DorKwolf: You are also doing your own music for System4. Will it resemble Quake’s original soundtrack?

Phait: With Quake’s dark, moody environment - it generally calls for a soundtrack like the original. So, I’m not straying too far from the same style, but I might put in a little orchestral and percussion work. But I intend for it to aid the gameplay experience, rather than bombard your ears - so I hope people listen to it while playing. But if they prefer to play without any ambience or music that’s OK too - if they have a project they’re working on, they’re allowed to modify or use and distribute the tracks (for free) too. And I have to say the Quake soundtrack is a big influence for me musically anyway, outside of Quake — Trent Reznor/Nine Inch Nails and all. Another influence would be Jesper Kyd, who did the nice, moody and sometimes catchy, groovy Hitman series soundtracks.

Dw: Lastly, I was wondering what your thoughts were on the upcoming Quake4 and Quake Wars?

Phait: Quake 4 — I’m not interested in. I liked Quake 2 when it came out but I’m not as interested anymore, and Quake 4 just looks like more of the same, and I’m not really satisfied with their monster designs that’ve been shown so far. Quake Wars, not interested either as I don’t really play online - but it looks ambitious.

System 4 screenshot 3 System 4 screenshot 4

Be sure to check out the website for more information and view the System 4 trailor.

2 Responses to Interview with Phait »»


Comments

  1. Comment by Zwiffle | 2005/07/27 at 13:05:32

    After reading some of the comments on Func_. I thought this interview was going to be totally crap, with questions like “DO YOU LIKE TO PLAY T3H QUAKE????” or something, but it’s actually kind of interesting. Some of the screenshots look fantastic, some look less than stellar, but I’m still looking forward to this being released. So don’t get discouraged if people put down the interview, this looks like it’ll be well worth the effort.

  2. Comment by DorKwolf | 2005/07/27 at 13:38:39

    Thanks Zwiffle.


Leave a Reply »»

If this is your first post you will be sent an email enabling you to authorize this post. Once you authorize this post you will not have to do this step again.