Turtle Rock Studios, known for their work on Condition Zero and a good handful of maps and models throughout Counter-Strike's recent history, happily answered a number of questions that FiringSquad threw their way. Michael Booth, Turtle Rock's CEO and founder, responded to a wide array of questions stemming from the origins of the company to their work with Valve.
How hard is it to port a game that has such a massive following and one which will likely nitpick every change and alteration made to the original game?I thought this passage would be of greatest interest to some of you CSN visitors for a number of reasons. There's still plenty more where that came from!
Michael Booth: It is absolutely a blessing and a curse. On one hand, it is awesome to be able to work on a game that has such worldwide appeal and such an active online community. You know that *every bit* of detail you work hard to add to the game will be noticed, dissected, and debated.
On the other hand, you have to harden yourself a bit against the very vocal and flammable minority of the CS community that hates everything you do. According to these folks, every release "ruins the game", every new map "sucks", and any new art that is added is "lame". They have been predicting the demise of Counter-Strike for nearly a decade now, in spite of the ongoing growth of the overall community.
I frequently read the various major Counter-Strike forums (as do many people at both Turtle Rock and Valve) and have learned to take the good with the bad. As painful as it can be sometimes to wade through threads of flameage, there is no substitute for getting clear feedback on how an update was received and what the perceived gains and losses were to the game experience.
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