Brink Interview - Paul Wedgwood Explains Character Persistence Across All Game Modes


Posted August 19, 2009 - By bleahy

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While at QuakeCon 2009, we got a chance to check out a demo of Brink, the new FPS from Splash Damage (Enemy Territory: Quake Wars) and Bethesda. Unfortunately, we weren't allowed to film the demo, but we did secure an interview with Paul Wedgwood, CEO of Splash Damage.

He spoke about the experience gained designing objective-based multiplayer shooters starting with the mod Quake III Fortress all the way through ET: Quake Wars. Wedgwood also discussed how Brink will handle character persistence across both singleplayer and multiplayer:

"One of the goals for the game, of course, is that if you blur the lines between offline and online play and you can play the same singleplayer, co-operative, or multiplayer game, it wouldn't be much use if everything just reset at the end of each round, or campaign, or battle. So we have persistent character advancement, which means that everything that you earn: cool upgrades for your weapons, new abilities that allow you to specialize further in your combat roles, cool items and tools and even complete outfits that represent what a badass you are... these are persistent with you and stick with you irrespective of how you play the game."


Brink Interview - Paul Wedgwood Speaks At QuakeCon 2009 »


Brink Interview - Paul Wedgwood Explains Character Persistence Across All Game Modes


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