how did 3D Realms/Human Head Studios define such a unique aspect of LAN/online play?
Our multiplayer was a gamble of sorts. Despite the amount of time we’ve worked on the game, our resources aren’t limitless, so we made the calculated decision to concentrate on DeathMatch as the primary mode of play from multiplayer, but to really do it right by bringing each of the single player features into multiplayer and focus on designing fun environments in which to play them. I was honestly quite sceptical that even a killer DeathMatch experience would be enough to make our multiplayer catch the eyes of jaded gamers. I was concerned that with all the innovative elements we were concentrating on for single player that the multiplayer would just seem like a tacked on experience. I’m happy to say I was quite wrong in that. By concentrating on playing to the strengths of our single player features in multiplayer we ended up with an experience that really seems to reinvigorate the DeathMatch game. Several of the testers and press who have played told me that it ‘makes DeathMatch fun