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Lightning Flik

A Little More About TEW

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WARNING - LONG READ

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Taken from .400 Software Studios. I claim no rights to these interviews, but I post them up for the people who do not go to the site, so they know a little more about TEW.

 

Just so you know, I've combined Part 1 and 2 of this interview.

 

TC_Dale posted them up on .400's TEW boards.

 

Thanks Adam for giving us the time to ask you some questions about you,

Extreme Warfare Revenge, and Total Extreme Warfare!

 

Give us a little about you and your past history?

 

I'm 23, I live in Birmingham in the UK, have a degree in Computer Science,

and currently I work as a games developer in partnership with .400 Studios.

Before that, I was the chief editor on a couple of large commercial

programming web sites, which was a lot of fun. Games development has been

what I've always wanted to get into, so this is the perfect job for me!

 

I've been developing the Extreme Warfare series since the early 1990's.

Originally it was a card game, then when I started learning programming at

college I decided to turn it into a computer program. From there it ended up

as something of an obsession, and I've generally had at least one major new

release each year since then.

 

 

 

A lot of people in the Extreme Wrestling community was surprised to see

you take the game to another level. In fact, a lot of confusion is out there

about your "taking the next step". Would you like to clarify the move to a

paid version of your wrestling franchise?

 

Well, the decision was based on two key factors, one being that I simply

didn't have the time to continue working on the EWR series while it was

freeware, and the other that the chance to work on a game on a professional

basis has been a long-time ambition of mine.

 

In terms of development time, each version of EWR was generally taking about

six months to complete. So I'd be working eight or nine hours a day in my

day job, then coming home and putting a few hours into coding whenever I

could, then using up some of my weekend as well. So, in short, that would be

six months when I had virtually zero free time - I'd either be working at my

job, or working on EWR. That simply became impossible to continue. So, when

the opportunity to work with .400 Studios came up a few weeks before the

release of EWR 4.0, the decision was a complete no-brainer - as I could get

an income from the game, I'd be able to spend eight hours a day working on

Total Extreme Warfare, and still be able to have free time away from coding.

 

There is one point I'd like to clarify though, and that is that the freeware

Extreme Warfare series would have stopped after 4.0 anyway. There was simply

no way I could have found the time to do another game. So, those people who

are not willing to pay for TEW aren't really losing anything at all - they

wouldn't have had any more EW games to play anyway. Those who are willing to

pay will be getting an Extreme Warfare game that surpasses anything done

before, a game that I'm working on full time to make sure that it's worth

every cent of the price.

 

 

 

What will be the big difference between Extreme Warfare Revenge series

and the upcoming Total Extreme Warfare?

 

The all-round quality will just be on a different level entirely. Simply

put, EWR was a hobby game, TEW is professional. It'll be like comparing your

local independent wrestling federation to the WWE - no contest.

 

 

 

How did you get started creating games, and in particular EWR?

 

At college, we had to learn Turbo Pascal as part of the course; my way of

learning was to create a small game, and every time I'd learn a new

technique, I'd find a way to add it to the game in some way. A simulator is

perfect for that, as there's so many different areas that you can always

find somewhere to add a new technique. So, I took the basic ideas that I'd

come up with in the card game I'd recently made, turned it into a simple

simulator called Extreme Warfare, and built it up from there. That was the

first real program I created, and it just took off from there.

 

 

 

What is there about your work on Total Extreme Warfare that you are most

excited about?

 

The chance to start from scratch again is actually pretty exciting. I've

learnt a huge amount since EWR 1.0, but I haven't had a chance to add it, as

it would have meant a total redesign of the Extreme Warfare Revenge shell,

which I didn't have time to do. As I'm designing Total Extreme Warfare from

scratch, I can now add everything I've been saving from the very start.

 

 

 

You mentioned that this will be a total rewrite of the series up to now.

Why is it that you decided to go another way with TEW?

 

As I mentioned above, a big part of it is that I can now add everything I've

been saving since EWR 1.0 as I'll be redesigning from scratch. Also, there

are some features in EWR (in particular the TV networks) that I'm not happy

with at all, but are so tightly bound in the code that it'd be a huge task

to try and alter them. By starting from scratch, I can use my experience to

make them work right. The final point is that while EWR is technically

sound, the scope of the shell isn't huge - there's only so much you can add

to it without rewriting massive sections. As TEW will be a professional game

and will have a massive scope, a rewrite it necessary.

 

 

 

You seem to have an real interest in your fans and their input. How have

they affected your progression for the game, and the future for TEW?

 

A lot of the features that have been added in each iteration of EWR have

been a direct result of the Suggestions forum on the message boards. The

same will be true of TEW - I visit the forum every day and go through making

notes, and already a lot of the ideas have hugely influenced the game. For

example, there's a terrific thread regarding changing the booking screen to

work in "time slots" rather than segments - that really figured into my

design plans, and is almost certain to feature in TEW.

 

 

 

There are strong feelings for the sport of wrestling on both sides of the

fence, and for a wrestling simulation game. How will you try to bridge the

gap to bring in new fans as well as motivating your established fanbase for

your work?

 

The existing fans, the ones who have played EWR before, will know what to

expect - extreme attention to detail, customizing ability, ease of use, etc.

It's all the qualities that the EWR games have always had, but taken to a

new level. Plus, they won't have to put up with my crappy layout anymore, as

the .400 team will be having a hand in making the game look just as good as

all the other .400 titles!

 

For new fans, I think that as long as they have some interest in pro

wrestling, TEW will have something for them. One of my goals with the new

game is to make it a lot easier for people to decide how much they want to

do - so those who just want to buy wrestlers and put on shows will be able

to do that, and those who want to control every aspect of their company will

also be able to do that.

 

 

 

We are really excited to have you here, what brought you to .400, and

to develop Total Extreme Wrestling?

 

Well, having seen some other .400 titles in action, you have a perfect fit

with the TEW series - you're looking at detailed games, with unbelievable

depth, that really engage the player. I've often had people tell me how

they've lost entire weekends just playing EWR, and I think that's the same

for any of the .400 titles - they're games that you can just dive into and

spend hours with if you want. Those are the sorts of games I love, and I'm

sure that TEW will fit in nicely.

 

 

 

What are some of the things you are looking for with the initial release

of TEW? Is there something that you have wanted to do with the EWR franchise

but couldn't until now?

 

Well, one of the biggest features that I'm really looking forward to working

on is the "game world". Up until this point, all the EW games have been

North American only - with TEW, my current plan is to also simulate Japan,

the UK, and maybe some other countries too. I know that a lot of EW fans are

really into the wrestling scene in Japan, and I know also that a lot of my

fellow countrymen are going to have a blast controlling the promotions over

here, so I think that's going to be a really popular feature. I'm definitely

excited by it!

 

 

In our previous interview you hinted at big changes for Total Extreme?

 

AJR: There are a few areas that I'll be focusing on. The game world will be much more defined that in previous EW games, with geography playing a big

part. Statistical depth will be another, as not only will the in-game

characters be much richer in terms of information, but there will also be a

strong emphasis on historical data too, which is something that's never

really been done before. The other major area that springs to mind is that

TEW will include a multi-player feature, which should be very cool.

 

 

 

Let's talk about Game World. What are your plans for Total Extreme Warfare's

world that is different than EWR 4.0?

 

AJR: Well, firstly, the game world is much bigger, as it won't be confined to just North America like previous game. In TEW, the game world will

include Japan, UK, and Australasia, as well as the US, Canada, and Mexico.

Each of these areas will be divided into regions, which will be divided into

cities. The idea is that a promotion will have to build up fan bases in each

city, and gradually expand. In this way, TV shows will be far more important

that in previous EW games, as it will allow you to "hit" multiple cities at

once, due to the increased exposure. It will also mean there will be far

more territorial wars between promotions.

 

 

 

Are you planning on including features that fans have been asking for a long

time? Like, touring another country for a week?

 

AJR: You will be able to schedule shows anywhere in the world, so if the

user wants to hold a mini-tour of the UK, they can.

 

 

 

Will Dirty Tricks and Press Conferences make a comeback from EWD? What kind

of new feuds, if any, will be included in TEW?

 

AJR: I'm not sure about Dirty Tricks or Press Conferences yet, they'll be

something that will be looked at much later in the design process. "Feuds"

are being totally revamped in TEW, they are now "Storylines", and will be

far more detailed and flexible than the Feuds section from previous EW

games.

 

 

 

As the move into commercial gaming forces you to use fictional characters,

will we see completely new wrestler personalities or will a tyrant wrestler

by the name of Wipple Heisch become a 1-man glass ceiling?

 

AJR: I'm not sure about Dirty Tricks or Press Conferences yet, they'll be

something that will be looked at much later in the design process. "Feuds"

are being totally revamped in TEW, they are now "Storylines", and will be

far more detailed and flexible than the Feuds section from previous EW

games.

 

 

 

As the move into commercial gaming forces you to use fictional characters,

will we see completely new wrestler personalities or will a tyrant wrestler

by the name of Wipple Heisch become a 1-man glass ceiling?

 

AJR: At the moment I am planning on creating a new world of characters from

scratch, and not basing them on real people.

 

 

 

Will "house shows" finally get some respect in the game?

 

AJR: Yes, house shows will be a far more important part of the game, as they

will be a major factor in maintaining your popularity in cities that you

can't visit very often.

 

 

 

Will the wrestlers get better and worse depending on their stats and the

company staffing they work for? Or will a "Triple H" always have the same

stats no matter how old he is?

 

AJR: Wrestlers' statistics will change over time, just as they have done in

the past few EWR games. The severity of the changes will be based on

injuries, age, and the matches they are involved in.

 

 

 

Sometimes the game moved slow, and took a while to do things. How will you

speed up TEW with all the new graphics, interface, and photos you are going

to include?

 

AJR: The design has been improved so that speed won't be an issue in TEW, it

should run at a rapid rate on any decent PC. This is due to a change in the

way the files are handled.

 

 

 

How will I be able to get my "real" wrestlers in the game instead of the

default "fantasy" wrestlers?

 

AJR: Like every EW game, TEW will feature an editor that will allow you to

customize your data. Also, fan sites like RaveX will also feature stat

updates that will allow you to get "real" data to use in TEW.

 

 

 

What if I get fired in TEW? Will I have to start over again at the

beginning?

 

AJR: No, if you get fired you will be able to continue with the game, and

hopefully get hired by another promotion.

 

 

 

You also mentioned Statistical Depth as a category you were concentrating

on, could you go into more detail for us?

 

AJR: If we take the wrestlers as an example, they will be far more detailed

than before. There will be new statistics like Psychology, Basic Wrestling

Ability, and Athleticism, each wrestler will be able to have a his in-ring

style defined (so for example you could make it so that Big Show uses

headbutts, punches and slams, while Misawa uses heavy forearms and stiff

suplexes), and each promotion that he is in will be able to customize him to

a higher degree (for example, in EWR a wrestler had to have the same name

and picture in every promotion he was in, while in TEW you will be able to

have a different name and picture for every promotion). That applies not

just for wrestlers, but for every aspect of the game - there will be far

more depth to everything.

 

 

 

Can I get a history of a wrestler's matches, stats,etc.. over his career or

the last year?

 

AJR: You'll be able to get a complete history of every match booked by a

human player, and there will be a search facility so you can break it down.

So, you could easily find out every match Chris Benoit has been in since the

game started if you wanted to. You will also be able to do the same with

titles histories and a "user log file" - a complete history of every action

taken by the player.

 

 

 

Will you be able to export the results to a .txt or .html file so folks can

post their results on the boards or user created fansites?

 

AJR: There will be a HTML Output feature included in the game.

 

 

 

How much more statistical information will be available and/or editable in

TEW?

 

AJR: Almost everything will be editable. The only major thing that you won't

be able to change are the cities themselves, as they are set internally (to

be clear, you will be able to edit a specific city's statistics, such as its

population, you just won't be able to rename or delete them).

 

 

 

With all the new features, this will take up a lot more information, how

easily accessible with the info be for a Total Extreme Warfare player?

 

AJR: The game is being designed so that you aren't overwhelmed with

statistics. For example, when you view a wrestler, you'll only immediately

be able to see the "basic" statistics like name, age, brawling, etc. If you

then want to go into more detail and check out his contract specifics, his

injury status, etc, you simply have to click on the appropriate icon down

the side of the screen.

 

 

 

What kind of customizing will there be for TEW? What if I don't want to do

all the management duties? Can I just book matches like EWR?

 

AJR: I'm currently working with maximum customizability in mind, so that the

user will be able to do as much or as little as they want.

 

 

 

So how will Geography work in TEW and how do you plan to implement it?

 

AJR: As discussed earlier, the game will revolve around individual cities,

and a promotion's popularity in each one. On top of that will come extra

dimensions - for example, travel. While you may become huge in Mexico,

you're unlikely to tempt even a low-level worker who is based in Toronto

without a lot of money, as the travel is simply too great. It means that

local workers become far more important. There will also be differences in

each area - so while a lucha promotion might do well in Mexico City, it

might not do quite so well if it promotes a show in Tokyo.

 

 

 

Do I have to play in North America?

 

AJR: No, you can play as a promotion anywhere in the game world. You can

also turn off areas if you wish - so if you wanted to play an entirely

UK-based game, you could remove North America, Japan, and Australasia from

the game entirely.

 

 

 

So when the game starts, can I pick to be WWE or NWATNA or do I have to

start out as a backyard?

 

AJR: You can play as any promotion, or even start without any employer and

look for jobs later on.

 

 

 

There was an unrealistic scheduling bonus with EWR, a guy could wrestle for

3 organizations in one night, since he had an open contract. How is this

going to change if any?

 

AJR: It will be based on location. So a worker could work two shows in one

night if they're both in Tokyo, but if he's booked on the same night for a

promotion in Toronto and a promotion in London, he'll pick one or the other,

based on various factors.

 

 

 

Will there be any fed wars in smaller organizations? Or do you have to be a

National or Global Fed to have wars?

 

AJR: Wars will be based on location, so anyone even down to the smallest

backyard federation can have a war, if someone else is in their territory.

 

 

 

What if the wrestlers I want from out of my area won't come to my

local/area federation? Why do the ones that do cost so much more?

 

AJR: It's all about money, as in reality. If you're a Mexican promotion and

really want a guy who lives in Toronto, then you'd better be willing to pay

him enough to make it worth his while. He's not going to travel all that way

if you're only paying him $50!!!

 

 

 

In Extreme Warfare Revenge 4, you could advance offer a person, but signing

someone to your federation that had a verbal already was difficult, even if

you wanted to offer a written contract. What, if any, bidding process will

there be for workers, staff, etc?

 

AJR: It has been totally redone. Each character has internal AI to know how

much he is worth, and his demands will be based on that, taking into account

the travel involved, the contract type, the extra clauses (there are lots of

new contract clauses in TEW!), the company size, etc.

 

 

 

What will happen to previous features, like scenarios and feuds, will they

be changed or evolve into something new?

 

AJR: Scenarios are currently being designed, and should be a much

easier-to-use feature than previous games. Feuds, as discussed earlier, are

now "storylines", and will be a huge step up compared to EWR's feud section.

 

 

 

How will booking of matches change? Will you be able to address more than

one feud or storyline at a time?

 

AJR: The booking engine is being redone from scratch, but I haven't finished

the design yet, so I can't really answer anything about it.

 

 

Will the chance of having Tournaments be available in Total Extreme Warfare?

 

AJR: Yes. Up to 32 people.

 

 

 

You mentioned Multiplayer. This is a great addition! How will Multiplayer

work with TEW?

 

AJR: Multiplayer will be up to 4 players, and will be turn-based. Each

player will take control of one promotion, and it will be the same as

single-player, except that of course some of your opponents will now be much

smarter (well, maybe.). There will be an option of using passwords if you

want to make sure that another player doesn't mess about with your settings,

which will allow people to play across the Net, albeit crudely (player one

completes his turn, then sends the files to player two, who then completes

his turn, etc, etc).

 

 

 

Can you have 2 CPU opponents, and 2 player opponents in MP? Or does it have

to be all player characters?

 

AJR: It can be any combination you want. Any promotion not taken control of

by a human will automatically be computer-controlled.

 

 

 

Will everyone need a copy of the game to play multiplayer mode?

 

AJR: If they're playing on the same PC, then no, only one copy would be

needed. But if you're playing by sending the files to each other, then each

player would need a licensed copy of the game.

 

 

 

How will you be able to keep the "cheating" out of MP mode? What if I don't

have a third party program like RaveX or Arsenic's and my friends do?

 

AJR: There's no real way to block someone using an outside editor, but as

you would all be using the same files, it'd be easy to see. For example, if

Player 1 used an editor to make his roster full of people with 100 brawling,

when he sends the files to Player 2, it would be obvious he had cheated.

 

 

 

What would you rather do? Make TEW or be managed by Alexis Laree?( in fact

this one was asked many times...)

 

AJR: Alexis *every time* :-)

 

Discuss.

 

My thoughts so far: I must say that multiplayer is quite interesting development and I'd know exactly who I'd want my first three opponents to be. *looks directly at Zack Malibu, WrestlingDeacon, and madmatt2002*

 

More importantly, I find the change from segments to "time slots" might be a better way to go, depending on how that is played out. Being able to create a lucha libre or strong style fed might also be cool too. Also starting up a fed in a different country than the States is a nice thought as I'll be able to build the ultimate Canadian federation now to run rampant over the WWE.

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Guest wwF1587

well i better enjoy my social life while i still have it before this mother fucker comes out..

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Guest El Satanico

They may have done the impossible...and turned EWR into a program that may actually be worth $34.99.

 

I still won't buy it, but it's sounding good.

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Guest Dave O'Neill, Journalist

Tournament Option?

 

-Dave prepares to never leave house again

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Still 34.99, but if it does most of what it says there, I'd pay.

 

I think multiplayer will be a totally interesting concept as you can either have everyone playing in the same area or in different parts of the world.

 

Also what I find interesting is that you can play with the whole world in mind, or just your little part of it. That will definitely be a unique aspect as you can make the whole point of a multiplayer game as building up your federation to be #1 of the certain area you play in.

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I'm itching to see the graphical interface on this sucker and if they're incorporating any other sort of graphics into it instead of just text. The features sound mighty impressive, though. Imagine if they could amalgamate No Mercy 64, Here Comes the Pain PS2 and TEW into one game? Man, I would probably have a heart attack at the sight of it!

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Imagine if they could amalgamate No Mercy 64, Here Comes the Pain PS2 and TEW into one game? Man, I would probably have a heart attack at the sight of it!

For that to happen we'd need someone other than WWE on top of the business. And that isn't happening anytime soon.

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Guest TheArchiteck

Sounds pretty good.

He got me close to putting up 34.99 for it.

But i'm not sold until I see the interface.

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The time thing is the thing in EWR 4.0 that I thought needed to be changed the most. The idea that an authority figure making an announcement and an Iron Man match taking the same amount of time just doesn't work. If you could allot a certain number of minutes to every match, that would make things way better.

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I plan to buy this game, despite my usual policy of not paying for software. The reason is simple: I've enjoyed quite a few of the past EWRs, which Adam worked on for free. Now that he has a chance to make money from the venture, I'd be a vulture not to support him by buying the game.

 

It surprises me that so few of you seem willing to look at it the same way.

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Guest Dave O'Neill, Journalist

I agree, plus the tourney option is too good to pass up

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Imagine if they could amalgamate No Mercy 64, Here Comes the Pain PS2 and TEW into one game? Man, I would probably have a heart attack at the sight of it!

For that to happen we'd need someone other than WWE on top of the business. And that isn't happening anytime soon.

Not necessarily.. I just meant a game.. a console wrestling game with the graphics of HCTP, the engine of No Mercy and the complexity and customizability of TEW. I don't think that WWE has to be overthrown for that reason.. I think we just need Koei to do the job. Hell, those guys put in RIDICULOUS amounts of detail into their Sim games, I'm sure that if they teamed up with another studio to do a wrestling game [regardless of whether it's an official license or not] it would kick ass.

Edited by mach7

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Tournament mode...multiplayer...fuck, I'd buy it right now if it was out.

 

I'm too lazy to check back, so I'll ask...Is that 34.99 dollars? And if so, he'll sell it in England, being English...and that's be about 25 pounds. That's nothing.

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Tournament mode...multiplayer...fuck, I'd buy it right now if it was out.

 

I'm too lazy to check back, so I'll ask...Is that 34.99 dollars? And if so, he'll sell it in England, being English...and that's be about 25 pounds. That's nothing.

Multiplayer isn't online but you must just pass the files to a friend before he can continue playing.

 

At least that's what's on the table.

 

Oh, and Tom, I was only hesistating because I didn't have a job (at the time I made the posts from above). Now that I do have cash flowing freely, I'm willing.

 

Besides, I want the quad threat of the Fantasy Booking Thread. WrestlingDeacon, Zack Malibu, madmatt2002 and myself (only because I KNOW the game). It would be serious fun.

 

****UPDATE****

 

Here is stuff that is confirmed for TEW (from .400's website and forums):

 

Technical Game Info

=========

 

This game will cost $35.00/£21-£23. Also, for an extra $10.00/??? in pounds you can have the CD shipped to your home.

The planned release is in the first quarter of 2004.

Adam will now have some help, and he will also be working on TEW full-time.

While real wrestlers won't be in the database recieved with the game, some fansites may include updates

TEW will have a professionlly designed interface, a big upgrade from EWR.

The game will have both music and other audio effects.

Every aspect of the game world will be editable to the user's preferences.

 

Gameplay Improvements

=====================

 

Over 2,000 wrestlers will be in the database.

TEW will have new and expanded gameplay, including a comprehensive financial and merchandising model

More angles and matches will be included in TEW

In-depth wrestler and promotion almanacs that will track career history

The computer A.I. will be more advanced. It will be able to book cards, keep track of champions, and even protect their stars from being stolen!

Certain injuries won't prevent wrestlers from performing interviews, some will even allow the wrestler to perform with limited ability, while others stop wrestlers from doing anything.

 

Stat Changes

============

 

Mic Skills will now be a stat. Charisma will be for connecting with the crowd in TEW, while Mic Skills will be for the interviews.

Height and weight will be added as stats.

 

Extras

=========

 

There will be historical and fantasy scenerios

 

 

****UPDATE END****

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Yes. I AM REVIVING THIS TOPIC FOR A PURPOSE~!

 

From TEW's own forums a moderator named Torri, "apparently, TEW is halfway completed".

 

Here is some more info for ya as we "Countdown To TEW":

 

The information i'm about to give you is a complete list of "IN RING STATS" that every wrestler will have. By the way, all of these are 0-100 stats

 

Brawling

High Flying

Mat Work

Chain Wrestling

Submissions

Power

Athleticism

Stamina

Psychology

Wrestling Basics

Toughness

Stiffness

Selling

Shooting Ability

Charisma

Microphone Skills

Desire

Superstar Looks

Sex Appeal

Menace

 

Pretty interesting stats, I must say. Desire? Sex Appeal? Wrestling Basics? Toughness? Chain Wrestling? Seems the stats have gotten a rehaul for the better.

 

OH... And for those wondering about some of the stats, a few words from the man himself.

 

The shooting stat is 0-100 as it is used to decide the winner in a legit shoot fight, as obviously the result isn't pre-determined.

 

Mat Work isn't the new name for Technical as such, no - a technical wrestler's key stats would be mat work, chain wrestling, and wrestling basics. Same with Speed, which would now be the equivelant of athleticism and high flying. The reason there is a more diverse selection of statistics is to better simulate workers. With just three stats (brawl \ tech \ speed) like in EWR, you had a lot of workers who were very close. With the stats being broken down more, workers will be more unique and therefore your strategy will have to be different. Although 20+ stats may look overwhelming, it's really not when you're in the game - as they're all on the same screen, it's very easy to "scan" through them to get an overall feel for the worker, and then to highlight key attributes that you are particularly looking for.

 

Oh, and toughness is a more overall quality - it works with things like working through injuries, etc, as well as in-ring skill.

 

So we can have LEGIT shoots in the game? Impressive! That will be quite interesting.

 

But this will definitely make choosing certain wrestlers that much more harder as they will be broken down to into what they are skilled in and are not. Should be quite interesting what the matchups are.

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Guest TheArchiteck

Thanks for the updates.

 

Seeing that the game will have such defined stats, this should make things a hell of a lot more interesting!

Having wrestlers actually vary in skills would be pulled off easier.

Sounds good, but I just have to see pictures of other .400 games, just to get an idea.

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Guest TheArchiteck

Wow...58MB huh?

I leave that on for an overnight job.

 

Have you played it?

What is it like??

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Wow...58MB huh?

I leave that on for an overnight job.

 

Have you played it?

What is it like??

No. I haven't.

 

For reasons unknown really. I probably should download it since I can. Then I'll get back to everyone on it.

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Ok. Interface isn't bad. Actually quite nice.

 

The game is pretty well thought out in action and does exactly what it is supposed to.

 

Lots of options, lots of details to choose from and work with.

 

Quite interestingly, you can do just about everything, or as little as you want to: as Adam hinted to with TEW.

 

Overall, I'm quite impressed so far.

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Guest mike mayhem

I'm maybe thinking of buying when it comes out now, cos it sounds really good.

 

I like the fact we can have tours & house shows, it'll be fun to do that :D

 

But if I dont buy it I hope it sells well for Adam B-)

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COUNTDOWN TO TEW #3~!

 

You EWAchololics better appreciate all the time and devotion I give this.

 

As you know, usually Torri does the fortnightly Countdown feature, but my favourite stalker is on holiday, so i'm doing this one. In the style of mid-90's WWF though, i'll be billed as Fake Torri.

 

This Countdown is on MULTIPLAYER(!)

 

Currently the game supports up to 4 players, in a turn-based environment. To clarify that point, that means that 4 players cannot each be having their turn simultaneously - player 1 takes his turn, then player 2, etc. There are no advantages to what player number you are (i.e. Player 1 will not have "first pick" of all the good wrestlers). Each player takes control of one promotion (or can choose to start without a job) and all the other promotions are controlled by the computer. To prevent cheating, there is a password system in place, so that other players cannot take your turn and mess about with your roster.

 

EXAMPLE

 

To give you an idea of how it works, here is a brief description of how you would set-up and run a 2 player game between two people on different computers (please note, each player would need a proper registered copy of the game). Let's call player #1 Vince, and player #2 Steve.

 

Vince would start a new game, and specify that he wants to start a 2 Player game. Vince would be responsible for setting the difficulty level, and it would be his database that would be used. He would then pick the promotion he wishes to start with, and enters the password he wishes to use. Once he finishes, he clicks OK, and it goes to the screen for Steve to pick his promotion. Vince exits the game, zips up his save game folder (not the entire game, just the save game folder, which is only a few KB in size), and sends it by e-mail to Steve.

 

Steve receives the files, unzips them to his save game folder, loads TEW, and loads the game. As Vince has already picks his promotion, the game will load on the screen for Steve to pick his promotion. Once Steve has picked his promotion and password, he clicks OK. The game initializes all the data, and then starts the game.

 

As it is player 1's turn to begin with, Steve exits, zips the save slot, and sends it back to Vince. Vince then loads it up, enters his password, and completes his turn. He then zips it, sends it back to Steve, and Steve can then have his turn. This is the basic process - each player completes his turn, then sends it to the next player, and so forth. Because each turn is password-protected, no player can mess around with another's roster.

 

Incidentally, using the in-game e-mail system, you can leave messages\taunts for other players. 

 

Now, this does mean multiplayer games can take a while, as you have to wait for the other players to complete their turns, however that is unavoidable in a turn-based game like TEW. I have run a few test games, and it works best if you're both on-line at the same time, preferably with something like MSN Messenger to aid communication.

 

END OF EXAMPLE

 

To answer a few questions that i imagine will come up:

 

* Yes, you will be able to put other players out of business, by taking over their promotion. If this happens, the other player will not end up working for you, but will be made unemployed.

 

* Yes, you can make steal workers from other people's promotions. Basically, you can do anything to another human-controlled fed that you can to a normal CPU-controlled fed. The only difference is that the human-controlled fed will likely be a lot smarter than the CPU. Well, depends who you're playing i guess...

 

* If you are playing with just one player, the password system does not come into play, so no, you don't have to enter it every single day

 

* At the moment, i am not planning to allow players to be added to existing games. This is because it would be too easy to cheat by adding a player to a CPU fed, firing all the good workers so that the original player can hire them, then quitting.

 

* There will be the option for players to be removed from a multiplayer game. This is in case a game is going really well and one player decides he cannot continue, so as the remaining players don't have to restart the game.

 

* If you are playing a multiplayer TEW with other people across the Net, yes, each player will need a registered copy of TEW.

 

* Currently, there is no way to avoid people cheating by using an Arsenic-style editor. However, as you will be able to see other player's statistics, rosters, etc, it should be pretty obvious if they are cheating, as you will be able to see if a wrestler's spinal injury suddenly disappears, or if their top star suddenly ends up with 100% in every statistic.

 

OK, that's all for this time. The real Torri will be back for Countdown #4 in two weeks time.

 

There you go. It's not bad, but I wish more could be done with multiplayer.

 

Oh well. To whomever gets TEW also, I'm wanting to do a true multiplayer one, btw.

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Guest TheArchiteck

Sounds like a lot of effort.

 

I still don't get how the first player doesnt get first grabs at the best players.

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Sounds like a lot of effort.

 

I still don't get how the first player doesnt get first grabs at the best players.

Ok. It wasn't mentioned here, but Adam commented on that.

 

He basically explained that in TEW, the wrestlers would weigh out the options and get back to you in a day if he joins you or not.

 

Hence, it's a level playing field as you need to cater to what is logical to the wrestler and not just be the first one to get the deal.

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