In an interview with GameCyte; Erik Johnson of Valve has talked about the upcoming Left 4 Dead and the future of Team Fortress 2.
You can find the full interview with Erik Johnson at E3 here.
GameCyte: In relation to Team Fortress 2, when did the development process begin on Left 4 Dead? You can see a lot of influence [of the former on the latter].
Erik Johnson: TF2, we started, I think, about 27 years ago. *laughs* In its current form, though, it’s been just a couple of years. It started with Mike Booth, down at Turtle Rock, building a concept of a product that was strictly a zombie horde, and fighting your way through.
GC: You can see some of the TF2 influence there. Like how every time you die in TF2; “Hey! This round, you killed this many.”
EJ: Yes; especially for new players, it’s a tricky problem to let them know what they’re doing well at. For new players, especially in the multiplayer space, it’s tough. You’re playing against people that have potentially been playing for years longer than you.
GC: I have some more TF2-specific questions, for the fans, if that’s all right. While you’ve done a great job making a fun and even game, are there any glaring imbalances in TF2’s classes that still jump out at you?
EJ: You know, when we talk about class balance, we still feel like the Demoman might be a little out of whack. It’s probably the one that comes most often into play. And it’s tricky, because there’s a skill component to the sticky grenades that’s interesting.
Erik Johnson: TF2, we started, I think, about 27 years ago. *laughs* In its current form, though, it’s been just a couple of years. It started with Mike Booth, down at Turtle Rock, building a concept of a product that was strictly a zombie horde, and fighting your way through.
GC: You can see some of the TF2 influence there. Like how every time you die in TF2; “Hey! This round, you killed this many.”
EJ: Yes; especially for new players, it’s a tricky problem to let them know what they’re doing well at. For new players, especially in the multiplayer space, it’s tough. You’re playing against people that have potentially been playing for years longer than you.
GC: I have some more TF2-specific questions, for the fans, if that’s all right. While you’ve done a great job making a fun and even game, are there any glaring imbalances in TF2’s classes that still jump out at you?
EJ: You know, when we talk about class balance, we still feel like the Demoman might be a little out of whack. It’s probably the one that comes most often into play. And it’s tricky, because there’s a skill component to the sticky grenades that’s interesting.
You can find the full interview with Erik Johnson at E3 here.
Comment