As much as Rage features Id Software hallmarks like fine-tuned shooting mechanics, dark corridors, and snarling monsters, there is a lot of that is simply new to Id in the game. It’s got vehicles; it’s somewhat open world; it’s aggressively outdoors; it features more downtime; and it has an actual economy. We recently chatted with Rage design director Matt Hooper about topics such as how much of Rage has been made on-the-fly, DLC strategies, and whether Rage is targeting Call of Duty or not.

1UP: So what’s happening right now, development-wise? What were you doing before this interview? Or rather, what’s happening at your desk when you get back to the office?

Matt Hooper: That’s a bigger question than you know, because when I left, I packed up all of my office, and we’re moving offices. So when I get back, it’ll be in the new building that I never been to. So I’ll have to do a lot more — I’ll have to plug everything back in and get it all up and running. But I think the biggest challenge right now is — well, this is the fun part, because it’s all about balance. Even though version you played was in a special mode where you can’t die, it’s about getting that fine-tuned balance. Finding the difference between fun and frustration — that’s what we’re doing now.

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