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What
prompted that design? Why not a more straightforward method like a small
executable?
JC: Well, we really wanted it to be
something where people go in and out of the website. The core concept here is
that one of the major things that PCs do much better than consoles is the web
browsing experience -- looking at lots of data and navigating around, finding
different things, refining queries in different ways. PCs are still just plain
better than consoles at that.
A lot of this project was about doing
something that the PC was going to be better at than the consoles. Our modern
triple-A stuff has to be somewhat more console-centric, with the PC as a peer,
while this is an opportunity to do something where the PC will really stand
alone.
The browser experience was a major part of
that. We want to be doing things with the social networking, the communications
and friends lists and inviting friends, ranking all the different things,
drilling down through all the different games played and all the leaderboards.
These are things that certainly appear to some degree or another on the consoles, but
are just a lot more fleshed-out and have more depth with what we can do here.
It'll be interesting to see if hardcore
people play full-screen still. You can go full-screen and focus on the game --
keep all your attention on there. But I suspect that probably there will be a
lot more people, as our user base grows, who are playing it just in the browser
window.
They may be never even having to learn or care to switch to full-screen because
they want to get all the notifications when their friends are signing on and
doing different things, or they have other windows open with other things going
on there.
I'm curious to see how that actually plays
out in the end -- how many people look at it as a serious gaming experience and
just use the portal to get there, versus the people for whom the portal is a
large chunk of the experience.
For years, I've often thought about the
fact that a lot of people spend vastly more time on websites and forums about
the games that they're playing than they actually spend playing the games
themselves. We hope to have some aspect of that here.
On
the social note, do you plan to do integration with sites like Facebook, where
you have an actual app that will run the game and tie the accounts together?
MS: Definitely. Actually, our PR agency has
a woman that specializes in those types of things and hooking up us with
developers if we need that assistance. I'm looking at hiring an intern,
honestly, who's done that stuff through college, for a few months to investigate.
We already have some people who, even on
their own in the beta, have created forum signatures that you can transport to
other forums that dynamically pull information from our stack and show which
character you are, your win-loss record, and what your favorite arena is. Cool
integration like that is already being followed up, even through people in our
beta community.
Going
back to the people who run full-screen versus those who run in a window, that
probably to some extent reflects a more or less hardcore attitude. Do you have
any idea as to the ratio of the people have that decade of experience, and the
people who are newer to the game? Is it trending in either direction?
JC: Since it's been a closed beta and we
seeded it with just the hardcore community that were still playing the game
from its original release, we're definitely skewed pretty hard towards the
serious players right now. And that's actually made it a little bit of a
challenge to get some of the automatic skill-ranking stuff looking right.
Even a big influx of brand-new users we
probably won't even see on the opening day, because it's going to be mostly
people that already are familiar and aware of this. It's going to be real
interesting, a few months down the road, when it's percolated out towards
people that weren't necessarily in the Quake
or id or even FPS community.
MS: Or that were eight when Quake III came out.
Yeah.
[laughs]
MS: Honestly! When Quake III came out, 18-year-olds were eight years old at that time.
There really is, I think, a pretty fertile
ground for guys in college who've heard about Quake and know id and Doom,
to then hear, "Hey, here's a free game that's a first person shooter. It's
totally what you'd expect to get in a retail package, and it's free at this
website." There's a lot of potential there.
JC: And certainly, for the business model
to work out, we have to wind up getting many more people playing than ever
played the original game.
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