Quantum League Interview - Associates you with you - game - Video Peeling news, instructions, exemplary procedures, reviews and culture


The chef designer of Quantum League, Balthazar Auger, talks to game over the time-strapping shooter.

Video games - especially those that fall in the competitive FPS area - tend to go safely on number and follow the trend, but you can certainly not say that Quantliga. Mixing time-grinding mechanism with its unique 1V1 or 2V2 matches, Quantliga sees unique, fast, exciting and different than anything else on the market. How well it plays, remains to be seen, but right now it looks promising. To learn more about this new shooter, we sent some of our questions to its developers at Nimble Giant Entertainment. You can read our conversation with the leading game designer Balthazar auger below.

"During a company-wide brainstorming event, a lingering idea came up. What would real-time first-person xcom be like this? "

The central premise of Quantliga is fascinating and it is fair to say that it is quite different than everything we have previously seen in competition shooters. How did that happen?

During a company-wide brainstorming event, a lingering idea came up. What would real-time first-person xcom be like this? The mechanic was not quite clear, but the idea of ​​being a one-man team that repeatedly returned to the past to fight against another player was there. We decided to commission a very small team with the production of a prototype. After two weeks we presented the entire company a prototype with the basic mechanics. A two-counter-two-arena, king of the hill, three cloning time rewind mechanics, barrels and everything. The team played a match. It started slowly, people tried to figure out what was going on. In the second round, the people were on the edge of their seats. At the last last point, the people and cheered. We knew we had something.

How difficult was it to pick up this crazy idea and make sure that it works as a real game?

It was a very interesting challenge to express the least! The core problem with such a trip is that you do not have a fixed frame of reference and have unique solutions for "dissolved" problems of FPS design such as death mechanics, game modes, hud design ... find. We thought it was important to really look at every design problem, as it was presented in a new way to find and avoid the best possible solution and avoid, to get into a "standard" decision, which later brought more compromises .

Although the competitive shooter market began to establish itself in a pleasant rhythm at the beginning of the decade, a creative outbreak has been recorded in recent years, and several new ideas have jumped into the scene. Where do you see the regular competition shooters, Battle Royales, heroists and more on the market? Quantenliga Install your own player base and work out?

Our analysis is that most FPS players become increasingly less "scoring" and are open to keep more protect more in their active library, which is a good news for all, as this promotes innovation.

In a sense Quantliga is the opposite of Battle Royales: instead of dilating the player agency in a huge number of players and a gigantic map, everything revolves around you and the solutions that you can find to overcome your opponent. Our Closed Beta Community sometimes has the feeling of playing QL to a game of fast chess.

"Due to the competitive player of the game, we are very careful with the gating of gameplay content per level, so all our free circuits are currently only cosmetic nature. The game will not have a level upper limit. "

Have you considered modes for consideration Quantliga This goes beyond the 2V2 number, or is the premise of the game something that does not work with higher player numbers?

We have several ideas beyond "Capture the Point" and "Deathmatch", both in 1V1 and in 2V2. However, we store most for the next iterations of the game. We believe that the mechanics can offer players a variety of different challenges, but we have to be very careful when designing, as the possibilities are endless and we have to consider each scenario. To get over 2v2 in 3V3 and more, we must first find out other things, such as performance and level design.

Can you talk about how much the playable characters differ from each other? Are the differences mostly cosmetic nature or the players can expect them to see pros and cons for gameplay?

Currently, the characters are only cosmetic. We check some ideas, but can not confirm this yet.

Can you talk about progress and what kind of improvements or unlocks will work with the players when they rise? Did you choose a Level Cap for the game?

Due to the competitiveness of the game, we are very careful with gating of gameplay content per level, so that all our free circuits are currently only cosmetic nature. The game has no level upper limit.

What can you tell us? Quantum League card design? I imagine that the process of conceptualizing and subsequent creating in view of the core mechanics of the game and the smaller number of players would have been an interesting challenge.

Designing a Quantliga The level first requires a careful consideration of the intended gameplay variables such as loop length and number of players defining the scaling and tempo. Then it's about making the concept of the level with prototyping tools as soon as possible and to test it with an active time loop. Mostly, ideas that appeared on the paper are rejected at this time! Once the cards have exceeded this initial phase, the rest of the process is easier: many game testing / polishing cycles so that they are balanced and feel entertaining, and then the fine tuning of the cover and special object positions until the card is fair and entertaining.

What can players expect? Quantum League weapons in terms of quantity and variety?

Our main game rule is that you select a primary weapon for every clone that appears. Therefore, we must make sure that all weapons are balanced, but not absolutely: During the natural game, we want the players to recognize the game situation in which they are in And Go "this is the perfect weapon for this situation / tactic, the I want to use ".

Our ideal for adding a weapon is that you allow a tactic that was not possible before. For this reason, we deliberately keep the number of weapons up to our first publication low and plan to increase their number in future updates.

"After the start, we will provide our players a roadmap in which all functions and important updates are listed, which will receive the game."

What are your plans for quantum League Support after the start by updates or new content?

After the start, we share our players with a roadmap in which all functions and important updates are listed, which will receive the game. What I can now share is that we plan to expand the game in all sorts of dimensions: new cards, modes, weapons, but also completely new game mechanics as soon as the players had a moment to get used to the game.

Will the game Xbox One X and PS4 Pro-specific improvements contain? Are 4k / 60 fps on the cards?

The game was officially confirmed for PC (Steam) and Nintendo Switch. We want to bring the game on as many platforms as possible, but we will tell these details later.

What is the docked and non-docked resolution and frame rate of the switch version?

The switch version is still in active development and will be improved every day, so we can not give a clear answer to this particular topic.

Have you thought about the next generation to release you? Quantliga also for the PS5 and Xbox Series X?

Nothing is from the table!

"All developers who create multi-platform titles are bound to the target hardware with the lowest specifications. The only advantage I can imagine are more stable frame rates with high-end resolutions for Xbox Series X. "

The PS5 has an incredibly fast SSD with a read border width of 5.5 GB / s. This is faster than anything available out there. How can developers use this and what will result from it?

Well, it should first help to improve the loading times, but as play and levels designers to speak, which will probably bring over time, a kind of paradigm shift in the way we structure our game worlds and how detailed You can be. It remains to be seen which actual advantages we can attribute this because the engine technology must continue to evolve to meet hardware progress, and the developermentalities must also catch up. Sometimes more is not really better (remember the cell?).

The PS5 has up to 10.3 tflops, while Xbox Series X has 12 Tflops. There is a difference there, but do you think that such a difference is important in the long run?

I think it will be mainly important for Xbox exclusive titles that can be programmed so that each drop comes from the machine from the machine. It can also buy the new console a longer generation cycle. All developers who create multi-platform titles are bound to the target hardware with the lowest specifications. The only advantage I can imagine are more stable frame rates in high-end resolutions for Xbox Series X.

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