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Interview / The Conduit developer High Voltage Software talks shop
BY Matthew RazakJuly 1st, 2008 More on:

TVGB: High Voltage has mentioned before that the Quantum 3 engine allows the use of bump-mapping, but how about normal mapping? There’s been great debate whether this technique can be used extensively on the Wii.

MC: The technique that we’re using to generate the character models are exactly the same for a PS3 or 360 game. All of our models are being built in z-brush and then we’re applying them to the lower res models. What you’re seeing in the game are normal mapped characters. The thing we need to work out is the lighting systems. The more we continue to tweak, the better it will look. I don’t know what the debates are but we are in fact running full normal maps on everything, not just characters.

EN: In the game when you run up next to a wall it clearly has it on it and that’s true of pretty much everything in the game.

TVGB: What about aliasing?

MC: Like everyone, we’re restricted to the 480p resolution that the Wii puts out. As far as dealing with that, we’re coping.

EN: There are some hardware limitations with the system and we’ve said from the start that we want the game to look as close as possible to the 360 and PS3. We can’t somehow do a pack-in that will allow us to kick out at 1080p. It’ll look as pretty as it can look within the resolution.

TVGB: Sounds like you’re promising a lot with this game and as you know gamers can be demanding. Got any worries that you won’t be able to deliver?

EN: All we can absolutely guarantee is that what will be in there is going to be the best in there. The things we’re leaving off the table can’t be done right now in the time frame. The things we are targeting are what are important to the game and we know we need to do them very well. Our expectations are very high. That goes not just for the leadership level at High Voltage but every person on this team, they all want to make this the best game they can possibly make. We’re about 9 months out from shipping and we’re going to be working hard to get everything as perfect as possible. The short answer is yes, we are making a lot of bold claims and yes, we think we’re up to the challenge of delivering on those claims.

MC: There’s no benefit for us to build hype and make a bad game. It’s going to be good.

EN: All the things we have been claiming in press we feel confident we can deliver. We’re aware that’s a lot. But we’re all gamers here too and we want a lot out of our dollar too.

TVGB: Let’s switch over and talk a bit about developing without a publisher. You said before that other games have come out less than perfect because of publishers. How has not working under a publisher pushed this game to be better?

MC: I can say from a creator perspective High Voltage is a full service studio, so we handle everything we do here. We can take our own game from concept to completion and do all the bug fixing and have it ready for street without a publisher. The Conduit has been great to develop because we’re doing something original and it frees us to make decisions that are actually better for the game as opposed to licensed rules. We can create whatever is necessary for the game itself to make sure the game experience is maximized. The other thing that is great is that when a publisher is getting down to the wire and you’ve got 15 great levels the publisher will always push back and will require you to make 25 levels spreading yourself thin, doing lesser quality so you can meet their expectations. The Conduit’s been great because we’ve added things and removed things and changed things and as result this is a game that has been designed for gamers from the start.

EN: We’ve had some experience with publishers and developers that have been closer to what we’ve done with The Conduit, but we still had a lot of details to fill in on our own. With a licensed game you get a lot of information up front, like story and characters. We don’t have material handed off to us here, these things are provided for you with publishers and that saves time. But with this, we had to create everything from scratch, which is more time consuming and more challenging. But it’s very creatively fulfilling. We’ll continue with our licensed properties but we also hope to continue with our origin.

RN: With publishers, from the beginning they sort of mandate what the game is and that can change over time. You say you want one type of gameplay and they say they want three types, so you have to squeeze three games into one. We knew we wanted to make a FPS and we were able to stick to that since there was no publisher. We didn’t have to redesign it and the quality is better as a result of that.

EN: It is tough when someone comes to you and asks you to combine GTA3 and StarCraft and attach it to a license. It sounds outrageous but it’s not far from the truth.

TVGB: Do you have any ideal publishers you would like to work with?

EN: We’re in talks with a number of publishers. We’ve been approached by a lot of publishers. We’re taking it slow. That seems to be a concern on a lot of forums, that this is bad but it’s really not the case. We know there are a lot of publishers who want The Conduit and we want to make sure it’s a great partnership in the true sense of the word, not just motivated by a strictly financial or gameplay thing but a meld of many criteria. It’s kind of fun to not have a publisher right now because we can just hop on a phone and talk to folks like you. We’re not at liberty to answer (who our favorite are), but there are some shining stars that we think would make some great partners.

TVGB: If it comes to it, do you see any advantages in publishing the game yourselves?

EN: Other independent games we will publish ourselves for sure. Being a publisher is a big deal in that there is a lot involved in it. Not just the cost associated with manufacturing but distribution, marketing and PR. As you might imagine from what you’ve read in the news, videogames are pretty litigious and it’s pretty ridiculous because every joker is throwing suits out there. You need a strong legal team, we do have legal support but we need the level of legal support that a publisher has. If we wanted to be a competitive publisher we’d need to double in size. It’s something to strive for in the future.

TVGB: Anything else you guys like to add?

RN: I would like to throw out a big thank you to guys like yourself who generate this hype around the game. I’m just totally blown away by the response and when we see that it really helps us out.

MC: Yea we want to thank everyone very much.

[See also: The Conduit gallery]

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Matthew Razak
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Matthew Razak.
    Adam Sandberg
    July 1st, 2008
    at 10:02 pm

    That’s some quality reading there. The guys at High Voltage seems really friendly and down to earth, and I really have high hopes for this game. What they said about publisher scenarios were really interesting.

      Reply
    Ashutosh Chhibbar
    July 1st, 2008
    at 11:23 pm

    It’s great to hear a developer talk with such honesty about what can be achieved graphically on the Wii. Konami, the devs of Dewy’s Adventure were able to apply a limited amount of Normal-Mapping to the some of the creatures in the game, and it made a huge difference.
    If HVS can use (a lot of) normal-mapping and optimize the lighting to show it off, the Conduit will easily become one the best looking games on the Wii.

      Reply
    Troy
    July 2nd, 2008
    at 1:21 am

    Holy crap. Whoever wrote this interview needs to re-read it. This interview needs many commas, periods and semi-colins. It makes the developers sound stupid as I’m reading it, lol… Anyway…. I can’t wait for this game. It’s sure to be a hit. I just wish they would show us some new gameplay footage, or just release a new trailer. :-(

      Reply
    Mr. Ford
    July 2nd, 2008
    at 1:23 am

    We need more people like the ones at High Voltage working for Nintendo. They know exactly what we want. They realise that there is a different market other than casual people who own a Wii.

      Reply
    used cisco
    July 2nd, 2008
    at 3:40 am

    “It makes the developers sound stupid as I’m reading it, lol”

    Because actually using lol in a post makes you sound like a brain surgeon?

    Good interview Matt, thanks!

      Reply
    James
    July 2nd, 2008
    at 4:23 am

    I can only say High Voltage good luck with the publisher and pleaseeeeeeeeeee pick one that will market your game AKA not Nintendo in this case.

      Reply
    Minas
    July 2nd, 2008
    at 6:45 am

    Definitely this game is going to be a successful project and will bring huge money to High Voltage. Good Job

      Reply
    Rooster
    July 2nd, 2008
    at 7:04 am

    That’s a decent interview. Though I wish HVS would stop telling us how great the game looks and plays and showed us some good quality footage and maybe let some people get a hands-on so we can get some different opinions. Despite that, I’m still probably going to buy this game day 1.

    HVS needs to start promoting this game now. Trailers on TV, advertising deals with popular websites.

    I also have a feeling that Nintendo is doing the publishing. Everytime HVS does an interview they mention how closely they’re working with Nintendo. E3 2008 announcement?

      Reply
    Stitched_Sketch
    July 2nd, 2008
    at 7:09 am

    Sounds great, I hope they deliver and inspire other devs. The only thing that has me worried was about the ASE. “We want to use it as much as we can.”
    I hope it’s not over used.

      Reply
    Kevin
    July 2nd, 2008
    at 9:00 am

    this sounds so incredibly fake. every question was responded with the basic knowledge anyone keeping up with this game would have. fake fake fake fake fake. BS, except in text format.

      Reply
    Oz
    July 2nd, 2008
    at 9:19 am

    Err… Rooster, the game is at least nine months away. Starting to promote it now, show trailers on TV (they aren’t even done yet with the graphics!) start advertising would not only be totally pointless because:
    1/ to keep that up for 9 months is financial suicide
    2/ by the time it ships, people will feel like it’s an old game and interest will fade
    3/ you can get the same effect with doing good marketing and advertising in 2-4 weeks

      Reply
    Rain Anderson
    July 2nd, 2008
    at 9:36 am

    Haha @ Kevin. You’re a funny guy :D Though I can assure you we’re not in the business of making up interviews. It’s much easier to pick up a phone or send an email, don’t ya think? :)

      Reply
    Danny Morgan
    July 2nd, 2008
    at 10:42 am

    Agreed…it’s very hard to make up a convincing interview. I found the interview very useful - thanks Matt.
    I’m really looking forward to this game. If it has the controls the same as, or better than, Metroid/Heroes 2, with the Wii’s graphical capabilities pushed, online play/decent multiplayer then I will be very happy indeed.

      Reply
    Matthew Razak
    July 2nd, 2008
    at 12:09 pm

    …I don’t think I’ve ever been accused of making up an interview or do I really see the point of doing something like that. But I can assure you, as can Matt, Eric and Rob from HVS, that we talked for a good long time.

      Reply
    cirej2000
    July 2nd, 2008
    at 1:15 pm

    So guys, what sort of prep-work do you guys go through for your fake interviews? Do you actually sit together in a room and act out the role of the interviewee, or is it something where you just sort of brainstorm ideas and edit out the perfect fake interview?

    J/K

    Great interview! Good questions and great answers as always from High Voltage. If they can deliver even most of what they’re saying, they’ll be heroes. It’ll be the most fun on a Nintendo Console from a shooter standpoint since “Timesplitters 2″ on the Cube. If they have an awesome single-player mode, it’ll surpass Timesplitters even!

    Can’t wait til E3…cause I just love to get super-hyped for Nintendo letdown. :D

      Reply
    waltermh
    July 2nd, 2008
    at 1:32 pm

    good interview

    also, most interviews with similar questions will sound the same because theres only so much to say about any game, and even moreso without much game to talk about, theres even less to say.

    honestly, i hope all they do is announce a publisher at e3 or soon at least, but i dont think they should keep showing so much footage. considering things often change in development, whether for better or worse, people will be hyped on one thing, and be confused when the end result isnt the same.

    or even worse, people will complain because whats shown now isnt up to snuff, and be uninterested by the time the finished,improved product is finally shown, missing out on what may bea great game.

    please pass on to the devs, dont burn out potential fans too fast showing stuff until the graphics are at their max.

    i do want to say one thing, i like the art style plenty, and i dont think some online gamers complaints on it are valid.

      Reply
    Barnaby
    July 2nd, 2008
    at 2:55 pm

    yup, you’re right and that’s the reason I’m definately going to buy this game no matter the press will acclaim or hate it

      Reply
    WIIBOY101
    July 2nd, 2008
    at 4:35 pm

    the wii carnt normal map yet gamecube could, the wii carnt bump map but the gamecube could, I FIND THAT **** SOOOO FUNNY were do these forum dwellers get there brains from hmmmmmmmmmmmmmm

    DEWYS ADVENTURE HAD COUGH LIMITED NORMAL MAPPING UTTER CRAP IT HAD NORMAL MAPPING WERE IT WAS REQUIRED AS PART OF THE ART DIRECTION THATS GOT NOTHING TO DO WITH CONSOLE POWER THATS A ART CHOICE BY THE ARTISTS AND CODERS

    ITS NOT ABOUT HOW MUCH NORMAL MAPPING ITS HOW MUCH TALENT THE DEV TEAM AND ARTISTS HAVE AND HOW ITS APPLIED TO A WII HARDWARE EXCLUSIVE
    DUH

    CONSIDERING CPU GPU AND BUS BANDWIDTHS COMPLETELY **** ON XBOX 1 THE COMPRESSION AND DATA STREAMING FROM DISC **** ON XBOX 1

    AND THE 1T SRAM IS OVER 10 TIMES FASTER THAN DRAM

    X360 LIKE GRAPHICS AT 480P ARE 100% CAPABLE JUST LIKE NINTENDO STATED IN THE FIRST DAM PLACE

    WII = 2.5 A GAMECUBE/XBOX LEVEL MACHINE AND USES ALL OF THAT POWER AT LOCKED 480P

    WORK IT OUT WII IS A 480P 360 TO PUT IT IN LAYMANS TERMS

    PLUS VASTLY SUPIERIOR LOPADING SPEEDS AND THE AMASSING 3D MOTION 3D MOUSE CONTROLS

      Reply
    Devin
    July 9th, 2008
    at 9:46 pm

    So they faked it? Haha. Yea right. Grow up.

      Reply
    Brute707
    July 14th, 2008
    at 12:38 am

    everyone wants more footage but some people are saying they shouldnt because its not coming out for another 9 months.Why dont they just come out with it earlyer i bet they could find a way.all im hoping for is that when it does come out that its not M but a lower rating like T or E10.Oh and what does Q1 09 mean?

      Reply

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