http://perfectdarkzero.com/journals/botwood_interview_1.htm
Part 2 of the interview to be released on Sept. 10
Duncan Botwood has been designing games for as long as some Operatives have been playing them. His impressive credits include Perfect Dark and GoldenEye, and his current assignment is to orchestrate the design of the multiplayer aspects in Perfect Dark Zero. Our Operative infiltrated the heavily-guarded Rare compound in the United Kingdom and, at great personal risk, obtained the following interview with Duncan.
MGS Operative: Will the single player campaign and online multiplayer be very different types of games? How did the two evolve together?
Duncan Botwood: At their cores they carry the same mechanics, the same weapons, but the fundamental difference is that in multiplayer, you will be playing against other humans. This adds an element of uncertainty to your opponents actions. The multiplayer levels do not use graphics taken directly from the Story mode, but they share many of the same textures and where possible are themed on the Story mode levels to provide that visual link. We did experiment early on with using the Story mode levels, but the time taken to adapt these for use in multiplayer was longer than it took to make a new multiplayer level from scratch.
MGS Operative: Can players choose from different multiplayer character types?
Duncan Botwood: Current plans are for the players to be able to pick one of the multiplayer characters as their Profile character for free-for-all matches, and have the player who is setting up a team game select Team Identities for the teams in those games. Team Identities are sets of characters grouped by their association within the Story mode, divided into hero characters and grunts. The hero model is given to the top-ranked player on the team so they are easier to identify.
Part 2 of the interview to be released on Sept. 10