Skip to main content

Getting On The Road With Auto Assault

Q&A with Scott Brown of NetDevil

Wednesday 20 July 2005/... NCsoft Europe has made available an interview with Scott Brown, President of NetDevil, the developers behind Auto Assault, the fastest, most destructive MMO ever, which will be available from NCsoft simultaneously in Europe and the USA later this year.

"Getting On The Road"

Q: What actually happens when you start work on a massively multiplayer project like Auto Assault? Do you just wake up one day thinking "massively multiplayer vehicular combat" and then sit down with graph paper?

A: When we started NetDevil we had several game ideas we wanted to develop that seemed to be ignored in the MMO space. A car combat game was one of our favorites and NCsoft believed in the idea and so production began. The very beginning stage of development was putting together a small product design document and some example screens of what playing the game would look like. From there the ideas begin to flow in, concepts of creatures and the world, are started all while the technology begins being developed to make it all happen. Amazingly, Auto Assault today is very similar to those very first documents. We have always had a clear vision of what we wanted Auto Assault to be and seeing it now is so exciting for all of us.

Q: Which would you say is the bigger influence - genre trends at the time of conception, perceptions of what people will be looking for at the end of the development cycle, or your own personal creative aspirations?

A: Really it's finding something that both meets our personal creative aspirations that we also believe will have a significant market presence. With any large project like this that you are going to be pouring your life into for many years you have to be passionate about what you are developing. At NetDevil we only make games that we would want to play.

Q: Obviously it takes years to develop games and the nature of technology and particularly Internet technology is unpredictable. How do you go about planning in the face of that kind of obstacle? Presumably working out the median home net connection speed however-many years down the line is absolutely critical?

A: You are right that looking into the future of where technology will be is always a bit of a gamble. However, connectivity was not part of what we were concerned about. Even though users today have much better connections than years ago, you really can not make a game that requires tons of bandwidth as any number multiplied by thousands of users is very big. The goal is to try and keep bandwidth as low as possible. We looked ahead in 2001 and decided that we could expect users to have pixel shader video cards, lots of RAM and the CPU power to do full physics simulation.

Q: What sort of factors do you take into consideration when making those forecasts?

A: We look at the rate technology is advancing and what new technologies are people talking about now. You can usually assume that the new technologies are 1 year from high end systems and 2 years from more of a mid-tier system. I have always assumed that what people are talking about as "wouldn't this be cool" will be a standard in games in a few years.

Q: Yours is one of the first massively multiplayer games to really push dextrous skill as well as character building. Usually the balance is a lot more in favour of pre-planned strategies. Is this really a case of "now we have the technology to do it, so we're doing it"? Because that implies an incredible technology forecast several years ago...

A: This was really one of the core designs of the game from the start. We wanted to combine the adrenaline fun of action games with the long term enjoyment of RPG style statistical character development. This has been extremely difficult as there is really nothing like this that exists today to lean on. Once we started looking at solutions for car simulation we realized how amazingly cool it would be if we integrated full physics to create a completely destructible world. Getting physics simulated server side with thousands of players has been no small task either.

Q: How much did you have to adapt the game during development to fit the progress of Internet technology?

A: Not that much really as I said before. Since you have to support so many players all playing at once there is a limit to the amount of data you can send. Also, being the Internet you can also not count on perfectly low latency connections all the time. Auto Assault has been designed to be latency tolerant from the start.

What has really changed is distribution possibilities. When we started almost no software was available online but now more and more people are starting to purchase and download games. NCsoft now has downloadable and in store options for gamers which is pretty cool.

Interview originally appeared on https://www.eurogamer.net on 19th July 2005.

For more information, please visit the official European website at: http://eu.autoassault.com

- e n d s -

About NCsoft Europe

NCsoft Europe (NC-E) is headquartered in Brighton, England and is part of Korea-based NCsoft Corporation, the world's leading developer and publisher of online games. NCsoft has already successfully established itself in North America, Japan, Taiwan, China and Thailand. NC-E began operations on 1st September 2004 and serves as a central hub for all NCsoft sales, marketing and distribution operations in Europe, via its European distribution network. NC-E launched Lineage® II in November 2004, City of HeroesTM on 4th February 2005 and Guild Wars® on 28th April 2005. More information about NCsoft Europe can be found at http://www.plaync.com.

About NetDevil

NetDevil was founded in 1997 under the inspiration of JumpgateTM, the world's first massively multiplayer space simulator universe. NetDevil is an independent game development company dedicated to the construction of massively multiplayer universes. NetDevil is committed to creating immersive, interactive virtual worlds in unique settings outside the typical fantasy genre. For more information, please visit http://www.netdevil.com.

NCsoft, the interlocking NC logo, Auto Assault, NetDevil, and all associated NCsoft logos and designs are trademarks or registered trademarks of NCsoft Corporation. All other trademarks are the property of their respective owners.

Read this next

GamesIndustry.biz avatar
GamesIndustry International is the world's leading games industry website, incorporating GamesIndustry.biz and IndustryGamers.com.