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Destructoid interview: The Conduit developer High Voltage Software photo

At New York Comic Con, heads were turning at Sega's booth space. Illinois-based developer High Voltage had brought along their upcoming Wii-exclusive first-person shooter, The Conduit.

Designed from the ground up to take advantage of the Wii hardware, The Conduit could be what "core gamers" have been waiting for. And according to High Voltage’s Chief Creative Officer, Eric Nofsinger, they hope to pick up some new gamers along the way.

We caught up with Nofsinger and High Voltage founder Kerry Gonofsky to talk about designing an original first-person shooter for the Wii, using (or not using) Wii MotionPlus, and more. Hit the jump for our full interview.

DESTRUCTOID:
So give me the lowdown about The Conduit. What's it all about?


ERIC NOFSINGER, CHIEF CREATIVE OFFICER:
It's an exclusive first-person shooter for the Wii, and we're trying to make the definitive experience for the console.

DESTRUCTOID:
What's the story?

NOFSINGER:
The story is... we're still trying to figure that out. We've got easily, like, a month before we go into full-on bug testing, so we have plenty of time.

KERRY GANOFSKY, CEO:
About 29 days!

NOFSINGER:
Exactly. No, the story [has] a science fiction-based, conspiracy big action blockbuster feel to it. You play Michael Ford, a Secret Service Agent that's been inducted into something called "The Trust," sort of a shadowy, Men In Black kind of organization. You're called into thwart an alien invasion. You've got to protect the President, you get to fight in all sorts of cool places like the Library of Congress, the Jefferson Memorial, the Pentagon.

GANOFSKY:
The White House ...



DESTRUCTOID:
So you guys are going up against some pretty big, triple-A first-person shooters on other platforms, games that are setting new bars for things like visuals -- Killzone 2, games like that.

People are pretty impressed by the game, watching them and listening to them on the Comic Con floor. A lot of what I'm hearing is "it looks really good for a Wii game." Why the Wii? Why not another system where you could have pushed more polygons?

NOFSINGER:
Yeah, sure. We could have pushed more polygons, but we believe that gameplay is king. Although we want to make a higher-quality experience than sort of the really minimum bar that most Wii games are, for us it was all about control. With the Wii, it affords you a different type of control mechanism other than playing with two analog sticks or a "brick" on a PC. It's a different way to interact, and it afforded a whole other level of interactivity with a first-person shooter.

It makes a lot of sense to just point and kill things. Beyond that, we were able to do a lot of stuff with the motion controls in it. We're able to do melee attacks with the jab, we're able to do grenade tosses with the Nunchuk. And we have a lot of Wii-specific weapons with the alien technlogy and the Trust technology that you just couldn't do on a 360 or a PlayStation 3. Personally, I'd take good gameplay over a few more polys anyday.

GANOFSKY:
And I think you've said it best: "but for the Wii." There's 50 million "buts" out there, and [Wii gamers] need a quality title just as much as a they do on a PlayStation 3 or a 360. I think when you look at the technology and what we've done, it's not just about hey "This looks great on the Wii." But it also plays great on the Wii, and it was built for the Wii. So I think that's the critical component that some people might be missing.

NOFSINGER:
Sure, absolutely. Who else is really doing this? Outside of Sega? You've got very few folks that are trying to push the system. Now you hear a few more folks coming out publicly and saying "Yeah, maybe we need to explore this little Wii thing." But it's like, we've been saying this for a year and a half. The system deserves good games instead of just ports.

GANOFSKY:
Creating a triple-A title, that requires partnering with a triple-A publisher. I think Sega understands that, and Sega management understands that. So it's been a great relationship.

DESTRUCTOID:
Yeah, Sega has The Conduit, House of the Dead: Overkill, MadWorld ... all of these kind of mature, grittier titles that people have been sort of asking for. Do you think that there's a market for that?

There's definitely a very vocal crowd of people -- myself included -- that are done with Wii Sports, done with the mini-games. So me, for sure, I definitely want experiences like these. The Wii brought in a lot of "non-gamers"; do you think stuff like this will catch their attention?



NOFSINGER:
I think it will pull a lot of them into what would be considered typically the "core" gamers. Just like Halo did with the Xbox -- before Halo, how many folks played first-person shooters on consoles? It was kind of looked down on. We're hoping to do the same sort of thing with The Conduit. I mean, here's an even more exciting way to play on a more accessible console. We believe that when folks get that in their hands and try it, and realize "Hey this is something that I can interface with." We believe it's going to pull in folks that wouldn't have even considered a first-person shooter before.

GANOFSKY:
The development team did such an incredible job of creating a control system that's intuitive. It fits the Wii controls perfectly. For instance, the grenades -- point and toss. Point your cursor at that little blue barrel right there, move your Nunchuk, that's where the grenade goes. I think that's ostensible to that casual audience. So I think we can hit a larger demographic by doing things like that, and kudos to the team for putting together a product like this.

DESTRUCTOID:
Can you see someone's grandmother playing The Conduit? When designing it, were you thinking about that, maybe skewing it a little bit easier to play?

NOFSINGER:
No, no. We had to make it really intuitive. Everybody wants intuitive gameplay, but outside of that, we had to give a lot of depth and customization to it. Because even around the office, we had this ideal of making the definitive first-person shooter. Well what is that? If I ask you that, you're going to have a different explanation than me or Kerry. Each of us is going to have a different take on what's right for it. So customization was a big point to us.

Every little piece that we opened up and exposed to these folks, we found that a lot of core gamers would say, "That's great. we want even more." So we just kept listening to them. I mean the level of minutiae that a core gamer can get into, I don't even know of another first-person shooter, 360, PC or otherwise, that has quite the level of customization. I don't know of any PC or console shooter that allows you to point at the HUD elements and drag them and drop them wherever you want them. We're able to do a lot of crazy customization that would be tough to do on the PC.

GANOFSKY:
Yeah, Eric led the charge or reaching out to the online community for feedback, opinions. Even a contest on designing the best HUD. I think that's valuable, that kind of feedback. We're not so much making the game for ourselves as we are for 50 million Wii owners.

DESTRUCTOID:
Right. When I was at the Nintendo Media Summit [late last year], I had a question about the controls, and I made a suggestion. And I was really surprised [Eric] pulled out a notebook and you were like "OK, what was that again?" It was wild, you were actually listening to me.

GANOFSKY:
That was really his grocery list. [laughs]

NOFSINGER:
No, I did that with every person there. I did that at PAX, and each of these shows. Obvious media and press folks, you guys play a lot of games, so you know what's what. But even "John Q. Public," the folks coming to PAX, they gravitate more towards the hardcore. If we're making them happy and we can make the casual player happy, we hope we can do that.

DESTRUCTOID:
Before you reached out and start getting suggestions, was there anything that you thought, "Oh, this is going to work great." But then, ultimately, found that it just didn't work?


NOFSINGER:
Oh yeah, there's a lot of examples of that stuff. The proof is kind of in the pudding, and once you try it, it's kind of proved or disproved. One of the things was melee attacks. We had to play a lot with the sensitivity on that. I mean, you could map the melee to the D-pad but it defaults right now to a quick thrust forward on the Wii Remote. It's really easy to get disoriented, so we had to play a lot with that. "Oh yeah, you'll just thrust forward and it's going to work great." But really, the first implementations of it were terrible; it just didn't work at all. We had to do a lot of work with that to see what would work.

The biggest example of that that I could give was Wii MotionPlus. We were really excited about Wii MotionPlus; we got the kits when everyone else got them -- actually a little bit before. We were really excited, going back and forth with Nintendo on how to integrate this and what the best use for it was. But when we actually implemented it, it really didn't bring that much to the table. It really felt like a bit of a gimmick. The other things in the game had been built from the ground up to take advantage of the Wii Remote. This just felt way too tacked on. We didn't have a lot of melee weapons to take advantage of it; actually, we had no melee weapons. So we tried to scramble a little bit: "Oh, are we going to try to tack on a melee weapon?" We played around with that. To be real honest, it just felt like a cop-out. From day one, our mantra has always been, "If we're not doing it right, don't do it."

So when we looked at that we said, "Hey, this doesn't feel right. It feels like a tack on. There's really not a lot of gameplay that supports it. Let's not lie to our fan base and say, 'Hey Wii MotionPlus,' just to use it as a bullet point on a box." Unlike Wii Speak, we plug that it and it works great. It's really cool to be able to trash talk with your buddies online. But maybe for a future version we'll revisit [Wii MotionPlus], and if we can build something around it that makes sense. We're not going to just tack it on to tack it on.



DESTRUCTOID:
Did you find that the technology for the Wii MotionPlus worked as advertised, and it was just for this particular game that it wasn't right?

NOFSINGER:
Yeah, it works. It lends itself better to certain kinds of things over others. Because the way that you have to calibrate it, and because of the way that there are some issues with some of the data and the way that it lags and so forth. It really lends itself better to melee-type things and things where you calibrate in-between [sections]. If The Conduit was starting development today -- which it's not -- but if it was and we wanted to use it, we'd probably look at it differently and incorporate weapons that make more sense for it. But it just didn't work out.

DESTRUCTOID:
On the topic of Wii Speak -- can you clarify how online play is going to work? Are you supporting friend codes, is there a lobby system?

NOFSINGER:
Well a lot of the details we're not releasing quite yet. But the details that we have told folks: it's 16-player online multiplayer, and that's running smoothly. We've told people Wii Speak, and that's working beautifully. We've gotten really good data transfer. We've told folks Deathmatch, Team Deathmatch, Capture the Flag. That in itself is kind of meat-and-potatoes, and any online shooter is going to have those kind of things, so it's not telling you a whole lot.

Over the next few weeks there's going to be a lot more information on it. But we're definitely looking to up the ante, and do some things that are going to be special for the Wii. In the same way that we did for the core game, making the single-player experience special for the Wii, we tried to do the same thing with the online component.

DESTRUCTOID:
Cool. So Nintendo's introducing the SD card support. Would downloadable content be something you'd be able to support?

NOFSINGER:
No, not for this version. It's just not designed for it. We love downloadable content of any kind; it's a natural fit for first-person shooters and other kinds of games. But it's just too late in the game to come on board. Again, we wouldn't want to put in a half-assed solution. It does everyone a disservice.

GANOFSKY:
Yeah, tacking something on at this point would be a disservice to everybody.

DESTRUCTOID:
How many maps are you going to ship with?

NOFSINGER:
We're not ready to talk about that yet. But there's a lot of great maps, and I can say the single-player experience is a lot of fun, but the most mileage we've had with it as a team has been in multiplayer. It's just a lot of fun to shoot your co-workers in the face. Who knew?

DESTRUCTOID:
How do you feel about that, Kerry?

GANOFSKY:
Everyone loves to see the boss join in the lobby.

NOFSINGER:
For some reason he's a target, it must be some kind of glitch in the system.

GANOFSKY:
I join and suddenly there's a lot of arrows pointing at me. I don't know why.



DESTRUCTOID:
Again, it looks good for a Wii game ...

NOFSINGER:
It looks good for a game, period!

DESTRUCTOID:
Right, right! So, this is technology you've built from the ground up. Is that technology something that would share with other developers, or maybe your publishing partners like Sega?


NOFSINGER:
We've been approached a lot about the idea of licensing, as you might imagine. A lot of folks have come out about our Quantum 3 tech. We've not really pursued that, because that's a full-time gig. I don't think Kerry or I are looking to be Epic or anything like that. You need to have an infrastructure for that.

GANOFSKY:
The guys at Epic do a great job of that. We're really a developer, and we're approached frequently by developers and publishers for licensing. Part of it is, you know, we want to release this game first and foremost. Our commitment is to the consumer and finishing this game and doing it right. We'll look at ancillary revenue streams and licensing it to a handful of partners because we want everything to be great on the Wii. Right now, we want this title to be great on the Wii.

NOFSINGER:
I will say too that some of the folks that reached out to us right away they were really quality, great developers, great publishers. And some of them sure weren't. That gets into a fuzzy area where you know, we want to make sure that High Voltage is establishing itself as a high-quality developer. I think a lot of folks can overlook some of our less stellar titles that we've done under the licensed yoke. They'll give us a free pass once, but they won't give it to us twice.

GANOFSKY:
We believe you have to judge the titles for what they are. Time-to-market titles, for a license [developed] in seven to eight months, you have to judge them differently from a title built from the ground up.

DESTRUCTOID:
Do you have a ship date for The Conduit?


NOFSINGER:
Summer 2009.


LAUNCH GALLERY (5 IMAGES)
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23 comments | showing # 1 to 23

StickFlick's Avatar - Comment posted on 02/13/2009 12:20
StickFlick
This is probobly the first game in almost 2 years! that I will actually buy, I know FPS's on the Wii can be done right. Medal of Honor: Heros 2 was really close with its online multiplayer but it still felt sloppy online, but the controls were fantastic. If this game combines the two and gets passed the shoddy wifi connection problems that plauged other online wii titles (Looking at you BRAWL you bastard.) I will be happy and will look forward to what else comes down the pipes in the future.
StickFlick's Avatar - Comment posted on 02/13/2009 12:21
StickFlick
first in 2 YEARS for the Wii I mean*

just nothing worth buying at all yet.
Hiltz's Avatar - Comment posted on 02/13/2009 12:36
Hiltz
Well at this point,I think HVS has proven that The Conduit will have good graphics, tight controls and impressive customization options. I hope that the gameplay, level design, multiplayer, music and story are just as good.
zzyzx's Avatar - Comment posted on 02/13/2009 12:39
zzyzx
Lots and lots of hype for this title. The developer and publisher have come closer than any other 3rd party to matching the level of hype that Nintendo gets for its 1st-party titles.

High risk-high reward. Let's hope that when the game is released, it lives up to the lofty expectations that HVS and Sega have set.
John B's Avatar - Comment posted on 02/13/2009 12:40
John B
"We could have pushed more polygons, but we believe that gameplay is king."

"Personally, I'd take good gameplay over a few more polys anyday."

Wow! That's not going to go down well with the Wii-haters on Dtoid. To say that gameplay actually means more than graphics?! ZOMG!!! Heresy!! This guy obviously is not a "true" gamer!!

"it's 16-player online multiplayer, and that's running smoothly. We've gotten really good data transfer."

HOLY SHIT!!! They didn't mention anything about friend codes, though. That's a bit disconcerting. Hopefully. they won't require them.

"DESTRUCTOID:
Again, it looks good for a Wii game ...

NOFSINGER:
It looks good for a game, period!"

Zing!! :)

Very nice! It's good to see that these guys actually appear to be doing things right. I'm looking forward to seeing the final product.
exodus1925's Avatar - Comment posted on 02/13/2009 12:44
exodus1925
I still maintain that it will be rubbish
Hiltz's Avatar - Comment posted on 02/13/2009 13:01
Hiltz
HVS already confirmed friend codes. In fact, HVS said it would have preferred not to use friend codes but they didn't seem to have much of a choice especially when Nintendo is being so damn stubborn with its policy.

The hype for this game is based on a couple of things.

1) The graphics.

One of their top priority's for The Conduit was pushing the tech of the Wii's hardware which few other developers have done.

2) The controls and customization options.

One cannot deny the impressive capabilities of the Wii controls when they are well caliberated and implemented properly to offer an improved level of speed and precision not seen in most other FPS titles. In addition, the amount of customization options ares something many FPS fans are going to appreciate.

3) Interviews and lots of them.

HVS has taken every opportunity to talk with game sites and go to game events in order to talk about their title and show it off.

4) Passion and dedication

HVS wanting to offer a good title and showing their support for the hardcore gamer when other developers and publishers are choosing to go for what has mostly been mini-games and ports.

This is also particularly important because The Conduit is HVS's first big original IP and one that initially started out as a self-funded project.


HVS is great because their motivation and intentions are something many Wii owners appreciate and can relate to. Now we'll just have to wait and see if all of HVS's hard work has come to whether or not The Conduit lives up to expectations and is a must-own title.
MowDownJoe's Avatar - Comment posted on 02/13/2009 13:11
MowDownJoe
Kinda sad that they decided to scrap WiiMotion+ because they didn't have any good melee weapons to take full advantage of it, but I can see why they'd say that they didn't want to half-ass it.
vonneuton's Avatar - Comment posted on 02/13/2009 13:13
vonneuton
@John B: Are you actually PRE-responding to people? Why bother with the flame bait?

Personally, I'm glad to see another FPS come out for the Wii. What did he mean by "brick" when talking about the PC control scheme?
John B's Avatar - Comment posted on 02/13/2009 13:25
John B
@vonneuton: Well, when the expected response is so predictable, as is the case for the Wii-haters here, I figured I might as well get it over with. ;)

I was wondering about that "brick" comment as well. My trackball and keyboard hardly qualify as a "brick".

@Hiltz:

So, friend codes are being forced by Nintendo? WTF!!
Face's Avatar - Comment posted on 02/13/2009 13:36
Face
It's hard to get excited about FPS games anymore. I've played far too many in recent times. Maybe the controls will reinvigorate my interest, like with RE4. I do like the sound of that drag and drop HUD thing though.
Hiltz's Avatar - Comment posted on 02/13/2009 14:15
Hiltz
@ John B

Well, no one really knows the extent of Nintendo's influence when it comes to wanting other developer's to use friend codes in their games. Altough, it has been shown that not all developers support friend codes and have found alternative ways to get around it like EA has.

As we all know, Sega is the publisher for The Conduit so I wonder what exactly was Sega's position on friend codes.

However, it appears that High Voltage Software is putting the blame on Nintendo and it's also putting the blame on Nintendo for not allowing approval for including LAN Support in The Conduit. Again, it's unknown just how much influence Nintendo has on third-party's decision when it comes to online polices.
Drack48's Avatar - Comment posted on 02/13/2009 14:20
Drack48
Hope this is as good as it should be..recent Wii games are giving me hope, HOD and Deadly Creatures both look top notch..and the conrol in Metroid3 still owns all FPS games to this day in my opinion..

So, here's to hoping!
Naim Master's Avatar - Comment posted on 02/13/2009 14:27
Naim Master
I think it will flop , is Medal of Honor Heroes 2 with worse graphics and generic alines/aliens weapons ...
CocoJambo's Avatar - Comment posted on 02/13/2009 14:44
CocoJambo
@Naim Master

You HOPE it will flop.


Anyway, I'm buying it. It looks great (for any kind of game :P) and it has that GoldenEye vibe to it.
Dv8thwonder's Avatar - Comment posted on 02/13/2009 14:56
Dv8thwonder
Finally something that might actually live up to the hype.Looking at you RE5 and KZ2.
Wexx's Avatar - Comment posted on 02/13/2009 15:00
Wexx
I'm still skeptical about this game. I'm sure it'll be worth playing, but it's too soon to tell still, methinks.
Greylocke's Avatar - Comment posted on 02/13/2009 15:38
Greylocke
What makes a game a core game? The industry uses that buzz word far too much.
wanderingpixel's Avatar - Comment posted on 02/14/2009 00:08
wanderingpixel
It looks like it's comming together well. The story will be a kind of popcorn-summer-blockbuster-action-movie kind of tale that will just be a means to move the gameplay foward, like Gears of War. Looks good however, and I am definitey going to buy this (and Wii Speak to perhaps).
Analitic's Avatar - Comment posted on 02/15/2009 09:32
Analitic
will buy it if the Rev gives it a 6 or above :P
Not a HUGE fan of FPS, but this generally looks good, so will buy, if just to support more mature games vs. waves of minis. But hopefully it will be like prime.
Drach's Avatar - Comment posted on 02/15/2009 14:52
Drach
I just hope its like PD for the 64, man I had a ton of fun playing that game with my friends... I miss theMedals and Awards you got..
"Most Deadly"
"Backpedallar"
and a Headshot Medal!
man I miss those days...
Archwright's Avatar - Comment posted on 02/16/2009 14:25
Archwright
@Drach
Those were all Free Radical's people's ideas. All those awards lived on in Time Splitters 2 and 3.

I agree with you though. Nothing quite makes me feel awesome like getting an award in my round-end screen. Even if it means I was the match's whipping boy.
grafkhun's Avatar - Comment posted on 02/18/2009 16:36
grafkhun
I am excited for this, sure it may not turn out that great, but I'm still going to check it out.
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