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RPS Team Fortress 2 Interview – Part 2

Posted by John Walker on October 3rd, 2007.

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Welcome back to Rock, Paper, Shotgun’s exclusive interview with Team Fortress 2 developers, Robin Walker and Charlie Brown. (Here’s Part One if you missed it.) This time we get down to the finer details of the classes on offer, and talk about their evolution, as well as discussing Valve’s other great obsession, PopCap’s Peggle. But first we talked about the remarkable part humour had to play in TF2’s development.

Sasha light up pretty.

RPS: I want to ask about the role of humour in the game. You watch the promo movies, and they’re really hilarious, but you think: how can those possibly carry over into a multiplayer game where there’s people playing everyone? And yet somehow it has.

Robin Walker: It actually came about the other way.

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RPS Exclusive: Team Fortress 2 Interview

Posted by John Walker on October 1st, 2007.

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In this first part of our two-part interview with Team Fortress 2 developers Robin Walker and Charlie Brown, we talk about the pathways from the modding community to working at Valve, the long development of TF2 and the changes it went through, Valve’s thoughts on parallel mod Fortress Forever, and how the art design plays such a major role in how we play the game. In Part Two we get into specifics over the nine classes, how it was only by being funny that they were able to finish the game, and, inevitably, talk about Peggle.

TF2 developers Robin Walker and Charlie Brown are an excellent double act. Robin Walker talks, lots. Charlie Brown talks rarely. But despite this disparity, they gel neatly together, finishing each other’s sentences (it’s just that Charlie finishes with a word, and Robin with another couple of paragraphs). Both represent an aspect of the ways Valve is different from any other gaming company I know of. Robin Walker, an original member of the Australian Team Fortress development team, still talks about himself as if he were a modder. He seems almost oblivious to his elevated position. Charlie Brown discusses coding in the way a quietly modest father might mention his pride for his son. Both talk about game development in terms of the player’s needs and desires. They still sound like gamers, perhaps in a large part because they, like every developer at Valve is required to, stay in constant communication with the people who play their games. And they seem to be enjoying themselves.

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I began by asking Robin Walker how it was that the Team Fortress guys came to be working at Valve back in 1997. They were in demand at the time, their Quake-based mod attracting a lot of attention, with interest from Activision amongst others. But then Valve got in touch.

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