<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.redfactionwiki.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=VideoJames</id>
	<title>Red Faction Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.redfactionwiki.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=VideoJames"/>
	<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/wiki/Special:Contributions/VideoJames"/>
	<updated>2026-04-30T12:27:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.1</generator>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Interview_With_Alan_Lawrance_-_UltorCorp&amp;diff=6209</id>
		<title>Interview With Alan Lawrance - UltorCorp</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Interview_With_Alan_Lawrance_-_UltorCorp&amp;diff=6209"/>
		<updated>2020-07-01T05:56:10Z</updated>

		<summary type="html">&lt;p&gt;VideoJames: Created page with &amp;quot;__NOTOC__ '''NOTE:''' This interview was originally posted in 2000 on UltorCorp, which is no longer available.  '''Welcome to our (rather small) exclusive interview with Alan...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''NOTE:''' This interview was originally posted in 2000 on UltorCorp, which is no longer available.&lt;br /&gt;
&lt;br /&gt;
'''Welcome to our (rather small) exclusive interview with Alan Lawrance, Lead Designer of Red Faction, which took place at the ECTS 2000.'''&lt;br /&gt;
&lt;br /&gt;
===Q: Tell me about yourself and your position on RF?===&lt;br /&gt;
&lt;br /&gt;
A: I'm the lead designer and project lead on the game. I've been working at Volition for almost four years. Before RF, I worked on FreeSpace as a programmer. Before working at Volition, I spent some time at Nortel, but I soon figured out I would rather be working on games than networking software. I spend a lot of time at work, but I do manage to run a lot... I ran my first marathon last year, and I hope to run another one this fall.&lt;br /&gt;
&lt;br /&gt;
===Q: What are your favourite games?===&lt;br /&gt;
&lt;br /&gt;
A: MULE, Empire, XWing, Gauntlet, Robotron, Half-Life, Unreal Tournament&lt;br /&gt;
&lt;br /&gt;
===Q: What is the motivation behind making RF?===&lt;br /&gt;
&lt;br /&gt;
A: Volition asked it's employees what sort of games they wanted to make. Some people wanted to make a RPG, so we started Summoner. Another group wanted to make an innovate first-person shooter. We knew from the beginning that we wanted to add modifiable environments to the game... so that is the path we pursued. &lt;br /&gt;
&lt;br /&gt;
===Q: What are the main influences for RF?===&lt;br /&gt;
&lt;br /&gt;
A: The story and consistent design of Half-Life was definitely an influence. After we started developing the story and game, we saw some similarities between RF and the movie Total Recall. This has influenced the game somewhat since then, for example the inspiration for our driller vehicle comes from the drilling machine in Total Recall. &lt;br /&gt;
&lt;br /&gt;
===Q: What are the main differences between RF and other games like Half-Life?===&lt;br /&gt;
&lt;br /&gt;
A: The most obvious difference is the destructible environments in RF. Other games have scripted or pre-calculated destruction, but in RF it is completely real-time. Another big difference is the vehicles that are available in RF. We have a cool variety of vehicles (air, land, water), and they all have unique weapons and physics. Also, the physics in the game are beyond what other first-person shooters have done so far. We have wind affecting particles and objects, realistic glass shattering and particles, and collapsing geometry. Finally, we hope the way our story is delivered to the player surpasses what other FPS games have done to date. &lt;br /&gt;
&lt;br /&gt;
===Q: How much interaction is there with the world and the characters?===&lt;br /&gt;
&lt;br /&gt;
A: The world and characters in RF will be very interactive. We'll have numerous NPCs that will talk to you, either to deliver story elements or help you in some way. We have security cameras that the player will be able to view from and even control. There will be many useable items in the game, such as turrets, vehicles, and the usual buttons/switches that affect various things. As far as destroying things, all objects will be destroyable, and of course you can blow holes in the world or collapse things using geomods. Finally, there will two levels where the player is undercover, and he must kill guards secretly and dispose of the bodies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Thank you for the interview.'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Archived RF1 Content]]&lt;br /&gt;
[[Category:Interviews]]&lt;/div&gt;</summary>
		<author><name>VideoJames</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Interview_With_Alan_Lawrance_-_GameSpy&amp;diff=6208</id>
		<title>Interview With Alan Lawrance - GameSpy</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Interview_With_Alan_Lawrance_-_GameSpy&amp;diff=6208"/>
		<updated>2020-07-01T05:46:02Z</updated>

		<summary type="html">&lt;p&gt;VideoJames: Created page with &amp;quot;__NOTOC__ '''NOTE:''' This interview was originally posted in 2001 by Mike &amp;quot;Missionyrd&amp;quot; Webber on GameSpy, which is no longer available.  '''''Red Faction's Alan Lawrance spea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''NOTE:''' This interview was originally posted in 2001 by Mike &amp;quot;Missionyrd&amp;quot; Webber on GameSpy, which is no longer available.&lt;br /&gt;
&lt;br /&gt;
'''''Red Faction's Alan Lawrance speaks about geomods, AI, and gameplay in Volition's upcoming FPS.'''''&lt;br /&gt;
&lt;br /&gt;
===GameSpy: What role has the development of FreeSpace played in learning to create more solid games? What seems to work or not work in games today?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: We have a number of FreeSpace and Descent veterans on the Red Faction team. Having team members that have been through the process of shipping a game is very important. If you've been through the harrowing process of finishing a game, you have an appreciation for the amount of work that goes into created a polished product. You learn something new every day in game development; so the more experience you accumulate the better.&lt;br /&gt;
&lt;br /&gt;
It's difficult to say what works in games today and what doesn't. It's a very competitive environment for PC games, and consumers expect a lot. For the FPS genre, I think having a strong story and an interactive environment are becoming increasingly important. Players want to suspend their disbelief when playing games, so attention to detail and design consistency (so people aren't jarred out being immersed in a game) are very important.&lt;br /&gt;
&lt;br /&gt;
===GameSpy: Red Faction is said it contain a hugely involving storyline, what are the basics behind the storyline? Will the storyline be linear or will the path taken depend on the outcome of an objective?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: The game takes place on Mars about 100 years in the future. Ultor Corporation runs a massive mining complex on the planet, which is where the game takes place. The player takes on the role of Parker, a miner toiling deep beneath the surface. The working and living conditions for the miners are horrible, and miners are dying from a mysterious disease known as The Plague (which only seems to affect miners). The game begins with a miner uprising sparked by Parker, which turns in a full-fledged revolt. The player takes up arms against the Ultor security forces and joins the rebellion to uncover the origins of The Plague and bring Ultor to justice. We have been releasing detailed background information on major characters in the game (available at www.redfaction.com), if people are interested in learning more about the characters in the game.&lt;br /&gt;
&lt;br /&gt;
The storyline is linear, although there will be localized events that the player will be able to change. We wanted to focus our attention on creating a single compelling story without having to expend effort on branching the outcomes.&lt;br /&gt;
&lt;br /&gt;
===GameSpy: Red Faction is to be powered by the Geo-Mod Engine; the only first-person shooter engine with real-time, arbitrary geometry modification. What does real-time, arbitrary geometry modification mean, and how will it affect the game?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: Real-time geometry modification (geomod for short) means that the player can point his rocket launcher anywhere at a wall and blow a hole through it. The hole wasn't pre-calculated; it was created on-the-fly when the rocket impacted the wall. This also means you can collapse things by destroying their supports. For example, you can cause a tower to collapse by shooting out its base. You can also keep shooting at a wall and tunnel into an entirely new area (or literally keep digging a tunnel).&lt;br /&gt;
&lt;br /&gt;
Geomods can be used by the player as a tactical advantage. You'll be able to blow holes through walls to form escape routes or to attack unsuspecting enemies. You can collapse structures to kill enemies that might otherwise be impossible to kill. You can use geomods to destroy the cover that enemies are hiding behind, or to burrow yourself a nice spot to use for protection.&lt;br /&gt;
&lt;br /&gt;
Besides modifying the terrain to gain a tactical advantage, the player will be able to use geomods to overcome obstacles. There will be various times in the game where the player has to think intelligently about how to use geomods to solve puzzles.&lt;br /&gt;
&lt;br /&gt;
At a very basic level, geomods make the game feel more realistic. If you fire a powerful weapon at a wall, you actually do blow a hole through it. This simply makes sense, and it feels right.&lt;br /&gt;
&lt;br /&gt;
===GameSpy: What purpose does falling geometry serve in the advanced physics simulation portion of the title?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: Falling geometry can be used in several ways to kill opponents in clever ways. For example, you can collapse a bridge that has a powerful vehicle crossing it. You can cause stalactites to fall and crush your enemies, or to block their path. You'll also be able to walk on geometry that has fallen, and use it for cover.&lt;br /&gt;
&lt;br /&gt;
===GameSpy: How does Volition look to incorporate real-time skeletal deformation and interpolation into the title and what effects will this have on the gameplay?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: We use a skeleton animation system for the characters in Red Faction. Skeletal animation allows us to have smooth transitions between animations, so you won't see any annoying popping. Our animation system allows for animations to be blended together smoothly, so you'll be able to see characters talking while standing, walking, crouching, etc. Skeletal animation doesn't have a direct effect on gameplay. It simply makes the animation look much better and more realistic.&lt;br /&gt;
&lt;br /&gt;
===GameSpy: There have been a lot of first-person shooters on the market lately. What is it about Red Faction that will intrigue gamers and set it apart from the rest? What new features are going to be introduced into the genre with this title?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: Certainly being able to destroy the environment makes Red Faction stand out from other FPS games on the market. Besides the innovative technology of geometry modification, RF has many features that taken together make it stand above other FPS games on the market: story-driven gameplay, interactive levels, a variety of vehicles, advanced physics, advanced AI, great weapons and strong multiplayer.&lt;br /&gt;
&lt;br /&gt;
===GameSpy: How will the land, sea, and air vehicles be incorporated into the game? What purpose or functionality will they serve to the player?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: The player will be able to commandeer six vehicles throughout the course of the game. We have revealed four vehicles so far: an APC (armored personnel carrier), a submersible, a massive drilling vehicle, and a flying combat craft. All vehicles have their own 3D cockpits, unique weapons, and customized physics. Generally, the player will be able to use a vehicle for a limited amount of time, and then will resume the game on foot.&lt;br /&gt;
&lt;br /&gt;
The vehicles will almost always be necessary for the player to use. The vehicles have much more firepower than the player, and offer protection. Certain vehicles have special abilities (like the drilling ability of the Driller vehicle) that will have to be used to proceed in the game.&lt;br /&gt;
&lt;br /&gt;
===GameSpy: The environments in Red Faction are known to be varied. What sort of environments can we expect to see featured?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: A major design goal is to create levels that immerse the player in the game. This means having the levels make sense from a functional perspective, adding lots of detail and interactivity. We have a broad range of environments for the player to experience, including natural caverns/caves, mining environments, industrial areas, living quarters, administrative areas, underwater areas, surface areas and level that takes place on a space station in orbit around Mars.&lt;br /&gt;
&lt;br /&gt;
===GameSpy: How advanced or intelligent will the AI be? What kinds of things can we expect to see from the enemy AI?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: The AI in Red Faction will be quite advanced, with human enemies acting cooperatively in a squad-like fashion. Your opponents will take cover, provide covering fire, and generally fight in a realistic manner. Opponents will be able to control vehicles and use turrets, which will make them even more deadly. The AI will be able to adapt to the changing environment by modifying their path finding to take modified geometry into account. You also have to deal with enemies who will use powerful weapons to destroy your cover to flush you out of hiding.&lt;br /&gt;
&lt;br /&gt;
===GameSpy: Is Volition looking to add a more realistic damage system in Red Faction with the location-based damage system? How will the system work and approximately how many different locations will a target feature?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: Red Faction has a bone-based location based damage system. This allows us to assign damage modifiers to specific bones (e.g., the head) and allows us to pay location specific death and flinch animations. By having location damage be bone specific, we can detect hits on hands, which may cause a character to drop a weapon. A character in Red Faction has approximately 25 bones, although only major bones (about 6) result in unique death or flinch animations.&lt;br /&gt;
&lt;br /&gt;
===GameSpy: Will Red Faction ship with a level editor or will it be made available after the game ships? Will fans have the ability to make modifications for the title as they do with Quake, Unreal, and Half-Life?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: The Red Faction level editor is known as Red, and will be released with the PC version of the game. This is the same tool that the level designers use to create Red Faction levels. We will likely be releasing other tools (custom exporters) so fans can create their own objects, weapons, etc. Our goal is to make Red Faction very mod friendly.&lt;br /&gt;
&lt;br /&gt;
===GameSpy: What options or features will be available in multiplayer over a LAN or TCP/IP? Will the Playstation 2 version of the title have multiplayer capabilities?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: Multiplayer on the PC will support LAN and Internet play, and allow up to thirty-two players per server. We expect that geomods and vehicles are going to offer some unique multiplayer gameplay. As far as game modes, we'll support Deathmatch, Team Deathmatch, and Capture-The-Flag at a minimum (for the PC). PS2 multiplayer will be exclusively one-on-one. The PS2 version will support two player split-screen multiplayer.&lt;br /&gt;
&lt;br /&gt;
===GameSpy: How will the PC, MAC, and Playstation 2 versions of Red Faction be different or the same? Do you expect that all of them will be completed at about the same time?===&lt;br /&gt;
&lt;br /&gt;
Alan Lawrance: The PC/MAC versions will be about the same. The PS2 version will be about the same game as the PC version, but it will have split-screen multiplayer. There are some other minor differences, like an auto-aim option and some different textures.&lt;br /&gt;
&lt;br /&gt;
[[Category:Archived RF1 Content]]&lt;br /&gt;
[[Category:Interviews]]&lt;/div&gt;</summary>
		<author><name>VideoJames</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Interview_With_James_Tsai_-_GameReactor&amp;diff=6207</id>
		<title>Interview With James Tsai - GameReactor</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Interview_With_James_Tsai_-_GameReactor&amp;diff=6207"/>
		<updated>2020-07-01T05:38:02Z</updated>

		<summary type="html">&lt;p&gt;VideoJames: Created page with &amp;quot;__NOTOC__  '''NOTE:''' This interview was originally posted on May 12, 2000 by Kristian West &amp;amp; Jacob H. Nielsen on GamesReactor, which is no longer available.  '''We contacted...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This interview was originally posted on May 12, 2000 by Kristian West &amp;amp; Jacob H. Nielsen on GamesReactor, which is no longer available.&lt;br /&gt;
&lt;br /&gt;
'''We contacted Volition, the developers of one of next year's most interesting 3D Shooters, the Near-Future game for both PC and PS2, Red Faction.'''&lt;br /&gt;
&lt;br /&gt;
'''We asked James Tsai, Assistant Producer on the game, a six-fingered hand of questions about different elements in Red Faction, the possibilities of their new, cool GEO-MOD engine, and a little about the future of the anxious MOD-developer's community out there. The images are from the Playstation 2 version, which arrives before the PC version next year. Get busy!'''&lt;br /&gt;
&lt;br /&gt;
===1: Explain the reasons for inventing the GEO-MOD engine. How long has the code been underway?===&lt;br /&gt;
&lt;br /&gt;
Developing an engine capable of supporting a fully destructive environment felt like the next natural step in the progression of first person shooters. In past games, you would have a wide assortment of realistic and well-laid out areas that were believable until you got to the wooden door that you couldn’t get through without a key, despite the rocket launcher slung over your shoulder that would have reduced it to splinters. With the Geo-Mod engine, we’re introducing an entirely new level of interactivity to the player that could bring gaming one step closer to unprecedented realism. Now, if you can’t find a way to get around that wall, you can pick a point you like and blast your way through it.&lt;br /&gt;
&lt;br /&gt;
The engine itself has been in development for the life of the project, which has been approximately two years. As with any new technology, there was some time spent getting it up to speed and smoothing the bugs out, but we now have a solid foundation upon which we hope to deliver a revolutionary first person shooter to the gaming world.&lt;br /&gt;
&lt;br /&gt;
In-game third person shot of a miner sneaking up behind Ultor guards from a maintenance hatch. Close-up and personal with a mercenary soldier. A shootout in a long hallway with Ultor forces. Miner casualties are on the ground, underneath the player’s heavy machine-gun.&lt;br /&gt;
&lt;br /&gt;
===2: What other games, if any, are underway using the GEO-MOD technology, and do you plan on licensing out the engine to 3rd party developers?===&lt;br /&gt;
&lt;br /&gt;
Right now our development focus is entirely on Red Faction and how our Geo-Mod technology can best enhance the player’s experience with this title. This doesn’t necessarily mean that you will not see other titles with Geo-Mods in the future, but at the present time everyone here is focused on making this game a tough contender in a competitive genre.&lt;br /&gt;
&lt;br /&gt;
===3: What do you feel the possibilities of the GEO-MOD engine opens up for in a multiplayer team-based game, as we've heard rumors of will be included in Red Faction? And what does the &amp;quot;open-hole&amp;quot; gameplay possibly limit in this kind of game?===&lt;br /&gt;
&lt;br /&gt;
Geo-Mods and multiplayer offer a realm of possibility that hasn’t been addressed in past games. The impact on standard deathmatch or team deathmatch games is obvious; you can cut other players off from the rest of the pack hunt them down when they’re isolated, or blow out a catwalk and watch a bunch of your opponents tumble into the depths below. There’s also the chance of Geo-Mod specific modes, where the emphasis is not on racking up the highest number of frags but perhaps stopping a vehicle from reaching its destination, destroying a particular structure, etc. We also want to make sure the game is mod-friendly so we can watch gamers produce a popular and long-lasting community that players will enjoy being a part of. The “open-hole” gameplay translates into an open door for our creative fans. &lt;br /&gt;
&lt;br /&gt;
===4: There are clear elements of Descent AND First Person Shooter in Red Faction. Explain a bit about the meeting between the vehicular and on-foot parts of the game, and any thoughts/conflicts you came across in making this meeting work satisfactory. Have you used any technology from the Descent games in Red Faction, or is this GEO-MOD engine built from scratch?===&lt;br /&gt;
&lt;br /&gt;
Developing the Geo-Mod engine has been a part of Volition’s plan from the very beginning. When the idea for Red Faction was initially conceived we knew that we wanted to provide a destructive environment, an advanced physics system, and vehicular combat, all of which would play a major role in shaping the gameplay experience. In order to do this, we knew we had to develop our own technology to drive development of the title.&lt;br /&gt;
&lt;br /&gt;
The vehicles have been a lot of fun to implement in the game, and we are excited about all the opportunities they offer to the player. By specifically planning to incorporate them in certain situations and then tailoring the action to best suit their needs and capabilities, we have been able to provide seamless transitions between the on-foot and vehicular action.&lt;br /&gt;
&lt;br /&gt;
An array of Ultor APCs being maintained by techs. An Ultor elite guard and riot guard are walking by. A shootout with an Ultor Security Commander in their administrative offices. Caught in the crossfire are a fallen male administrator (behind the commander) and a fleeing female administrator. Scientists in an Ultor airlock. Two of the three scientists are in their envirosuits already.&lt;br /&gt;
&lt;br /&gt;
===5: How much weight does the single player part have contra the eventual multiplayer part of the game. How will the story and setting play its part in the multiplayer portion of the game, to prevent the scenery from just becoming another FPS battleground? Will there be a possibility of Co-op in the game?===&lt;br /&gt;
&lt;br /&gt;
As stated earlier, multiplayer has any number of directions it can take with the Geo-Mod engine and our story. Since multiplayer will incorporate a lot of the same characters and features of the single player experience, players will naturally find a lot of tie-ins with the story. But I’d also expect to see community mods that are very creative and have nothing to do with mining, perhaps not even set on Mars.&lt;br /&gt;
&lt;br /&gt;
===6: Will the ammunition for each weapon be limited? Have you taken into consideration the physical settings of Mars in the desing of the game, especially in terms of ballistics?===&lt;br /&gt;
&lt;br /&gt;
Yes, players will have a maximum amount of ammunition they’ll be able to carry and will have to constantly pick up reloads to avoid running out of firepower as they venture through the game. We chose to set the game on Mars because it makes the story more compelling; though we have done some exploration into variable physics, we always keep in mind that our first goal is to make a game that’s fun and exciting to play. Having said that, there might be a few surprises here and there that will catch the player off guard and really put a new spin on things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Archived RF1 Content]]&lt;br /&gt;
[[Category:Interviews]]&lt;/div&gt;</summary>
		<author><name>VideoJames</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Interview_With_James_Tsai_-_Daily_Radar&amp;diff=6194</id>
		<title>Interview With James Tsai - Daily Radar</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Interview_With_James_Tsai_-_Daily_Radar&amp;diff=6194"/>
		<updated>2020-07-01T05:09:10Z</updated>

		<summary type="html">&lt;p&gt;VideoJames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This interview, entitled &amp;quot;Red Faction Developers Speak&amp;quot;, was originally posted in 2001 on Daily Radar, which is no longer available. &lt;br /&gt;
&lt;br /&gt;
'''Red Faction, due to debut simultaneously on PC and PS2 in 2001, will be the first FPS that allows you to detsroy not just chosen walls and objects, but anything that offends or, more likey, obstructs your progress. We talk to Assistant Producer James Tsai about the wonders of such 'Geo-Mod' technology, and much much more. We've also nabbed some exclusive PC shots - scroll down for the gallery.'''&lt;br /&gt;
&lt;br /&gt;
===Q: Firstly, could you please tell us about the plot and background to Red Faction? How heavily plot-based is the game?===&lt;br /&gt;
&lt;br /&gt;
A: Red Faction's plot is a compelling story about a young miner named Parker, whom the player assumes the role of throughout the game. Frustrated by the wretched living conditions he and his fellow workers must endure on their Mars colony and by the mysterious affliction decimating their ranks, he spearheads a revolution against his employers, the Ultor Corporation. This tale of rebellion will put Parker in a number of exciting and action-packed battles all over Mars and beyond. Players who enjoy a good story will not be disappointed by Red Faction, as it features very strong character development and several plot twists that will keep them intent upon every aspect of the game, not just the fighting.&lt;br /&gt;
&lt;br /&gt;
===Q: Red Faction started life as Descent 4. Why did you decide to drop this project and create an entirely new game after several months of work?===&lt;br /&gt;
&lt;br /&gt;
A: From the beginning, the team has had a vision of what kind of gameplay experience it wanted to deliver. We wanted a game that incorporated a number of different vehicles as well as ground-based fighting, real-time destructible geometry, a great story, and a wide variety of enemies. The game has not strayed from this vision, and everything we've done with Red Faction has moved the title in this direction.&lt;br /&gt;
&lt;br /&gt;
===Q: What can you tell us about Red Faction's game engine? What are its major features?===&lt;br /&gt;
&lt;br /&gt;
A: One of Red Faction's more innovative game engine features is the inclusion of real-time arbitrary destructible geometry. This means that our engine is capable of changing the structure of the level on the fly to react to weapons fire, explosions, and other sources of havoc and carnage. You don't have to hit a wall in a certain scripted spot with a rocket to blast a hole in it — nick the corner, and you'll blow it off. Hit the center, and you'll have a hole you can climb through. It's one way we're making the in-game world more realistic.&lt;br /&gt;
&lt;br /&gt;
Something else FPS fans can look forward to is the inclusion of a variety of vehicles. Instead of just blasting bad guys on foot, players will explore underwater bases in submarines, carve out giant stone chunks with a mobile driller, pelt a sniper tower with chain-gun rounds from a fighter, and much more. These vehicles are all available on the same levels you will traverse on foot — you can either walk or drive through the tunnel and climbing in and out of vehicles is immediate, no level loads or special one-of-a-kind stages. Instead, gameplay sequences will be developed with vehicles in mind to make for smooth transitions between conventional and vehicular action.&lt;br /&gt;
&lt;br /&gt;
===Q: Where did the original ideas for Red Faction come from? What games were the development team inspired by and what games did you 'borrow' ideas from?===&lt;br /&gt;
&lt;br /&gt;
A: Many of the original concepts and ideas for Red Faction were laid out in the initial design phases. Later in development, a full time writer was added to the team to smooth out the story and to plan out how it would be told in the game. Each level has a lot of planning that goes into it, not just to make the geometry and design interesting but to also help it further to story as a whole.&lt;br /&gt;
&lt;br /&gt;
While many of us are fans of other FPS games on the market, it is the ambition and vision of the team that is driving Red Faction. We don't want to copy the concepts or features of another game just because that title was successful — instead, you'll see a well-executed blend of innovation and fun that will make this game a blast.&lt;br /&gt;
&lt;br /&gt;
===Q: What sort of graphical prowess and intricate detail can we expect from Red Faction? Will both the console and PC versions of the game look the same or will allowances have to be made for one or the other?===&lt;br /&gt;
&lt;br /&gt;
A: Red Faction is being simultaneously developed for both PC and PS2 — it is definitely not going to be ported from one platform to another. There are independent control schemes for both console and PC which will both be fully customizable so players can be truly comfortable interacting with the world. Each version will be set up to maximize the experience for the gamer on each platform; PC players will be able to take advantage of high-resolutions on their video cards, for instance.&lt;br /&gt;
&lt;br /&gt;
===Q: Several developers have complained that they have found development for the PlayStation 2 very hard, with Hideo Kojima even criticising the console publicly. How difficult have you found it to code for PS2? Do you think Kojima was right with his statement?===&lt;br /&gt;
&lt;br /&gt;
A: As with any new platform, I think all developers are going to encounter some degree of difficulty as they ride the initial learning curve but become more familiar with the potential of the system as they continue to work with it. Volition is committed to delivering quality titles for the PlayStation 2, and with the benefit our collective experience from Summoner and our earlier PC development the team will continue to strive to do just that.&lt;br /&gt;
&lt;br /&gt;
===Q: What differences can we expect to see from the two different versions of the game? Are you planning to include online play in the PlayStation 2 version for when Sony finally get a network up and running?===&lt;br /&gt;
&lt;br /&gt;
A: One of the more apparent differences will be the multiplayer modes available for Red Faction. The split-screen PS2 version will feature some new Geo-Mod specific modes in addition to the standard deathmatch. The PC version will allow players to get on-line and duke it out with several players at once and will also offer the new gameplay that PS2 owners get. There are presently no plans for on-line PS2 network play in Red Faction.&lt;br /&gt;
&lt;br /&gt;
===Q: Half-Life was a revelation in first-person shooters because it not only had a superb multiplayer mode but an action-packed and gripping one-player option. What can we expect from the single-player mode in Red Faction?===&lt;br /&gt;
&lt;br /&gt;
A: The emphasis in Red Faction is on its single-player adventure. Players can expect to interact with NPCs from both sides of the rebellion as the plot unfolds before them. Parker will see an assortment of battlegrounds and foes as he fights alongside his fellow miners.&lt;br /&gt;
&lt;br /&gt;
===Q: Following on from the last question, what multiplayer modes can we expect from Red Faction? Will the usual assortment of capture the flag and tag options be included and are there are any new ideas included?===&lt;br /&gt;
&lt;br /&gt;
A: Depending on the platform, players will see different multiplayer modes. As previously discussed, both versions will feature Geo-Mod specific multiplayer action, such as races or survival modes that involve changing the geometry of the level. There will also be typical frag-fest modes that will help satisfy the need for more traditional multiplayer action.&lt;br /&gt;
&lt;br /&gt;
===Q: From Cerebral Bore to DY357-LX, weaponry will always be a big part of the first-person shooter. What are your plans for the various weapons of destruction that our hero will be wielding in Red Faction?===&lt;br /&gt;
&lt;br /&gt;
A: The arsenal in Red Faction demonstrates a good deal of imagination and foresight, but players familiar with conventional weapons will feel right at home. Advanced handguns, assault rifles, sub-machineguns, and heavy weaponry will all show considerable advancement over their modern day counterparts but are also as slick and easy to use as their predecessors. Players will also get their hands on other equipment, such as a riot prod and remote detonating charges, that they can use to help them dispatch the forces of Ultor.&lt;br /&gt;
&lt;br /&gt;
===Q: After the gore-filled action of Soldier Of Fortune, will we be seeing shattered torsos, severed limbs and bloody corpses around the levels of Red Faction?===&lt;br /&gt;
&lt;br /&gt;
A: Though Red Faction features some degree of graphic violence, players will not be blowing heads or limbs clean off their adversaries or stepping over grotesquely mutilated corpses. The fighting in Red Faction is dramatic and serves to convey the gravity of the story; we wanted to avoid the over-the-top visual distractions that would be harmful to the player's immersion in the game.&lt;br /&gt;
&lt;br /&gt;
===Q: Speaking of levels, Red Faction is set on Mars, what sort of intergalatic stages will we be seeing? Do any stand out in particular and how big are they?===&lt;br /&gt;
&lt;br /&gt;
A: Every level in Red Faction has a distinct feel that makes it unique but also works within the context of the story and game as a whole. They vary quite a bit in both size and overall feel, but players will always have a sense of direction and purpose within them. Parker will be fighting in Ultor's labs, medical areas, miner barracks, and offices as well as the landscape of Mars, to name a few locations.&lt;br /&gt;
&lt;br /&gt;
===Q: Daikatana recently showed that inadequate AI will ruin a good game. How many different characters will be in the world of Red Faction and what kinds of beings are they? What will the enemy AI be like?===&lt;br /&gt;
&lt;br /&gt;
A: Parker will encounter a variety of enemies during his struggles in the story. Ultor has several classifications of guards trained for different situations in addition to the wide range of support personnel and scientists they employ. If things get too troublesome for the big corporation, you may see them hire some outside help to try and take care of the rebellious miners as well. Mars might also have a surprise or two in store for the unwitting player.&lt;br /&gt;
&lt;br /&gt;
Each of these many enemies will react to the player in logical, realistic manners as well. The secretary behind the desk may cower or run from your pistol, but don't expect the armored commander with the assault rifle to think of it as anything more than a peashooter. Players dependent on cover to get them through heated firefights may suddenly find themselves trapped in a crossfire between guards positioning themselves on his flank, or someone with explosives may choose to just blow the cover away altogether. A great AI system is something we hope will really contribute to the player's experience in Red Faction.&lt;br /&gt;
&lt;br /&gt;
===Q: In another leap away from first-person orthoxody, vehicles are available in Red Faction. What sort of vehicles are included? Will they be integral to the gameplay?===&lt;br /&gt;
&lt;br /&gt;
A: Vehicle use is one of the big features offered by Red Faction that I discussed before, and we're really excited about it. Players will be fighting in different environments, many of which will be best suited for certain vehicles, such as the submarine. Players will fly, drive, ride, and dive in several different craft and will enjoy the gameplay specifically designed for these vehicles.&lt;br /&gt;
&lt;br /&gt;
===Q: How complex is the computer AI in the game - will it encourage the use of tactics and puzzle solving, or will the game be a pure and simple shooter?===&lt;br /&gt;
&lt;br /&gt;
A: As mentioned earlier, the enemy AI in Red Faction will be quite extensive. Players will see their adversaries taking advantage of the game engine's features as much as they do. Parker can try to mow down his opponents, blow holes in walls and go around them, or lure them out and isolate them for easy kills - the enemies will react appropriately.&lt;br /&gt;
&lt;br /&gt;
===Q: Finally, with quality titles such as Half-Life, Unreal Tournament and Quake 3 Arena already on the market, and new first-person shooters being released every day, what features will make Red Faction stand out from the crowd?===&lt;br /&gt;
&lt;br /&gt;
A: Red Faction is the next logical step forward in FPS games. With its story, destructible environments, vehicular action, and everything else it has to offer we hope it will find its place next to other great titles in every gamer's collection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Archived RF1 Content]]&lt;br /&gt;
[[Category:Interviews]]&lt;/div&gt;</summary>
		<author><name>VideoJames</name></author>
	</entry>
	<entry>
		<id>https://www.redfactionwiki.com/w/index.php?title=Interview_With_James_Tsai_-_Daily_Radar&amp;diff=6193</id>
		<title>Interview With James Tsai - Daily Radar</title>
		<link rel="alternate" type="text/html" href="https://www.redfactionwiki.com/w/index.php?title=Interview_With_James_Tsai_-_Daily_Radar&amp;diff=6193"/>
		<updated>2020-07-01T05:06:10Z</updated>

		<summary type="html">&lt;p&gt;VideoJames: Created page with &amp;quot;__NOTOC__  '''NOTE:''' This interview, entitled &amp;quot;Red Faction Developers Speak&amp;quot;, was originally posted in 2001 on Daily Radar, which is no longer available.   '''Red Faction, d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This interview, entitled &amp;quot;Red Faction Developers Speak&amp;quot;, was originally posted in 2001 on Daily Radar, which is no longer available. &lt;br /&gt;
&lt;br /&gt;
'''Red Faction, due to debut simultaneously on PC and PS2 in 2001, will be the first FPS that allows you to detsroy not just chosen walls and objects, but anything that offends or, more likey, obstructs your progress. We talk to Assistant Producer James Tsai about the wonders of such 'Geo-Mod' technology, and much much more. We've also nabbed some exclusive PC shots - scroll down for the gallery.'''&lt;br /&gt;
&lt;br /&gt;
===Q: Firstly, could you please tell us about the plot and background to Red Faction? How heavily plot-based is the game?===&lt;br /&gt;
&lt;br /&gt;
A: Red Faction's plot is a compelling story about a young miner named Parker, whom the player assumes the role of throughout the game. Frustrated by the wretched living conditions he and his fellow workers must endure on their Mars colony and by the mysterious affliction decimating their ranks, he spearheads a revolution against his employers, the Ultor Corporation. This tale of rebellion will put Parker in a number of exciting and action-packed battles all over Mars and beyond. Players who enjoy a good story will not be disappointed by Red Faction, as it features very strong character development and several plot twists that will keep them intent upon every aspect of the game, not just the fighting.&lt;br /&gt;
&lt;br /&gt;
===Q: Red Faction started life as Descent 4. Why did you decide to drop this project and create an entirely new game after several months of work?===&lt;br /&gt;
&lt;br /&gt;
A: From the beginning, the team has had a vision of what kind of gameplay experience it wanted to deliver. We wanted a game that incorporated a number of different vehicles as well as ground-based fighting, real-time destructible geometry, a great story, and a wide variety of enemies. The game has not strayed from this vision, and everything we've done with Red Faction has moved the title in this direction.&lt;br /&gt;
&lt;br /&gt;
===Q: What can you tell us about Red Faction's game engine? What are its major features?===&lt;br /&gt;
&lt;br /&gt;
A: One of Red Faction's more innovative game engine features is the inclusion of real-time arbitrary destructible geometry. This means that our engine is capable of changing the structure of the level on the fly to react to weapons fire, explosions, and other sources of havoc and carnage. You don't have to hit a wall in a certain scripted spot with a rocket to blast a hole in it — nick the corner, and you'll blow it off. Hit the center, and you'll have a hole you can climb through. It's one way we're making the in-game world more realistic.&lt;br /&gt;
&lt;br /&gt;
Something else FPS fans can look forward to is the inclusion of a variety of vehicles. Instead of just blasting bad guys on foot, players will explore underwater bases in submarines, carve out giant stone chunks with a mobile driller, pelt a sniper tower with chain-gun rounds from a fighter, and much more. These vehicles are all available on the same levels you will traverse on foot — you can either walk or drive through the tunnel and climbing in and out of vehicles is immediate, no level loads or special one-of-a-kind stages. Instead, gameplay sequences will be developed with vehicles in mind to make for smooth transitions between conventional and vehicular action.&lt;br /&gt;
&lt;br /&gt;
===Q: Where did the original ideas for Red Faction come from? What games were the development team inspired by and what games did you 'borrow' ideas from?===&lt;br /&gt;
&lt;br /&gt;
A: Many of the original concepts and ideas for Red Faction were laid out in the initial design phases. Later in development, a full time writer was added to the team to smooth out the story and to plan out how it would be told in the game. Each level has a lot of planning that goes into it, not just to make the geometry and design interesting but to also help it further to story as a whole.&lt;br /&gt;
&lt;br /&gt;
While many of us are fans of other FPS games on the market, it is the ambition and vision of the team that is driving Red Faction. We don't want to copy the concepts or features of another game just because that title was successful — instead, you'll see a well-executed blend of innovation and fun that will make this game a blast.&lt;br /&gt;
&lt;br /&gt;
===Q: What sort of graphical prowess and intricate detail can we expect from Red Faction? Will both the console and PC versions of the game look the same or will allowances have to be made for one or the other?===&lt;br /&gt;
&lt;br /&gt;
A: Red Faction is being simultaneously developed for both PC and PS2 — it is definitely not going to be ported from one platform to another. There are independent control schemes for both console and PC which will both be fully customizable so players can be truly comfortable interacting with the world. Each version will be set up to maximize the experience for the gamer on each platform; PC players will be able to take advantage of high-resolutions on their video cards, for instance.&lt;br /&gt;
&lt;br /&gt;
===Q: Several developers have complained that they have found development for the PlayStation 2 very hard, with Hideo Kojima even criticising the console publicly. How difficult have you found it to code for PS2? Do you think Kojima was right with his statement?===&lt;br /&gt;
&lt;br /&gt;
A: As with any new platform, I think all developers are going to encounter some degree of difficulty as they ride the initial learning curve but become more familiar with the potential of the system as they continue to work with it. Volition is committed to delivering quality titles for the PlayStation 2, and with the benefit our collective experience from Summoner and our earlier PC development the team will continue to strive to do just that.&lt;br /&gt;
&lt;br /&gt;
===Q: What differences can we expect to see from the two different versions of the game? Are you planning to include online play in the PlayStation 2 version for when Sony finally get a network up and running?===&lt;br /&gt;
&lt;br /&gt;
A: One of the more apparent differences will be the multiplayer modes available for Red Faction. The split-screen PS2 version will feature some new Geo-Mod specific modes in addition to the standard deathmatch. The PC version will allow players to get on-line and duke it out with several players at once and will also offer the new gameplay that PS2 owners get. There are presently no plans for on-line PS2 network play in Red Faction.&lt;br /&gt;
&lt;br /&gt;
===Q: Half-Life was a revelation in first-person shooters because it not only had a superb multiplayer mode but an action-packed and gripping one-player option. What can we expect from the single-player mode in Red Faction?===&lt;br /&gt;
&lt;br /&gt;
A: The emphasis in Red Faction is on its single-player adventure. Players can expect to interact with NPCs from both sides of the rebellion as the plot unfolds before them. Parker will see an assortment of battlegrounds and foes as he fights alongside his fellow miners.&lt;br /&gt;
&lt;br /&gt;
===Q: Following on from the last question, what multiplayer modes can we expect from Red Faction? Will the usual assortment of capture the flag and tag options be included and are there are any new ideas included?===&lt;br /&gt;
&lt;br /&gt;
A: Depending on the platform, players will see different multiplayer modes. As previously discussed, both versions will feature Geo-Mod specific multiplayer action, such as races or survival modes that involve changing the geometry of the level. There will also be typical frag-fest modes that will help satisfy the need for more traditional multiplayer action.&lt;br /&gt;
&lt;br /&gt;
===Q: From Cerebral Bore to DY357-LX, weaponry will always be a big part of the first-person shooter. What are your plans for the various weapons of destruction that our hero will be wielding in Red Faction?===&lt;br /&gt;
&lt;br /&gt;
A: The arsenal in Red Faction demonstrates a good deal of imagination and foresight, but players familiar with conventional weapons will feel right at home. Advanced handguns, assault rifles, sub-machineguns, and heavy weaponry will all show considerable advancement over their modern day counterparts but are also as slick and easy to use as their predecessors. Players will also get their hands on other equipment, such as a riot prod and remote detonating charges, that they can use to help them dispatch the forces of Ultor.&lt;br /&gt;
&lt;br /&gt;
===Q: After the gore-filled action of Soldier Of Fortune, will we be seeing shattered torsos, severed limbs and bloody corpses around the levels of Red Faction?===&lt;br /&gt;
&lt;br /&gt;
A: Though Red Faction features some degree of graphic violence, players will not be blowing heads or limbs clean off their adversaries or stepping over grotesquely mutilated corpses. The fighting in Red Faction is dramatic and serves to convey the gravity of the story; we wanted to avoid the over-the-top visual distractions that would be harmful to the player's immersion in the game.&lt;br /&gt;
&lt;br /&gt;
===Q: Speaking of levels, Red Faction is set on Mars, what sort of intergalatic stages will we be seeing? Do any stand out in particular and how big are they?===&lt;br /&gt;
&lt;br /&gt;
A: Every level in Red Faction has a distinct feel that makes it unique but also works within the context of the story and game as a whole. They vary quite a bit in both size and overall feel, but players will always have a sense of direction and purpose within them. Parker will be fighting in Ultor's labs, medical areas, miner barracks, and offices as well as the landscape of Mars, to name a few locations.&lt;br /&gt;
&lt;br /&gt;
===Q: Daikatana recently showed that inadequate AI will ruin a good game. How many different characters will be in the world of Red Faction and what kinds of beings are they? What will the enemy AI be like?===&lt;br /&gt;
&lt;br /&gt;
A: Parker will encounter a variety of enemies during his struggles in the story. Ultor has several classifications of guards trained for different situations in addition to the wide range of support personnel and scientists they employ. If things get too troublesome for the big corporation, you may see them hire some outside help to try and take care of the rebellious miners as well. Mars might also have a surprise or two in store for the unwitting player.&lt;br /&gt;
&lt;br /&gt;
Each of these many enemies will react to the player in logical, realistic manners as well. The secretary behind the desk may cower or run from your pistol, but don't expect the armored commander with the assault rifle to think of it as anything more than a peashooter. Players dependent on cover to get them through heated firefights may suddenly find themselves trapped in a crossfire between guards positioning themselves on his flank, or someone with explosives may choose to just blow the cover away altogether. A great AI system is something we hope will really contribute to the player's experience in Red Faction.&lt;br /&gt;
&lt;br /&gt;
===Q: In another leap away from first-person orthoxody, vehicles are available in Red Faction. What sort of vehicles are included? Will they be integral to the gameplay?===&lt;br /&gt;
&lt;br /&gt;
A: Vehicle use is one of the big features offered by Red Faction that I discussed before, and we're really excited about it. Players will be fighting in different environments, many of which will be best suited for certain vehicles, such as the submarine. Players will fly, drive, ride, and dive in several different craft and will enjoy the gameplay specifically designed for these vehicles.&lt;br /&gt;
&lt;br /&gt;
===Q: How complex is the computer AI in the game - will it encourage the use of tactics and puzzle solving, or will the game be a pure and simple shooter?===&lt;br /&gt;
&lt;br /&gt;
A: As mentioned earlier, the enemy AI in Red Faction will be quite extensive. Players will see their adversaries taking advantage of the game engine's features as much as they do. Parker can try to mow down his opponents, blow holes in walls and go around them, or lure them out and isolate them for easy kills - the enemies will react appropriately.&lt;br /&gt;
&lt;br /&gt;
===Q: Finally, with quality titles such as Half-Life, Unreal Tournament and Quake 3 Arena already on the market, and new first-person shooters being released every day, what features will make Red Faction stand out from the crowd?===&lt;br /&gt;
&lt;br /&gt;
A: Red Faction is the next logical step forward in FPS games. With its story, destructible environments, vehicular action, and everything else it has to offer we hope it will find its place next to other great titles in every gamer's collection.&lt;/div&gt;</summary>
		<author><name>VideoJames</name></author>
	</entry>
</feed>