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It's been a while, but we've finally found the time to post the full interview with Tony Zurovec, the master mind behind the [url=http://www.gog.com/en/gamecard/crusader_no_remorse/]Crusader games. There were some very good questions from the community, and we've added a couple from our team, but the answers from Tony are just outstanding! We really encourage you to check the full Q&A session, even if you didn't like Crusader games (why wouldn't you?), as it gives a great insight at how the games industry looked like in the 90's and how games were made back in the days when Origin made some of the best titles ever.

Once again we'd like to thank Tony for his time and answering all those questions, and Vagabond for making this Q&A possible. Enjoy your read!
low rated
"I’d often refer back to Doom and note that it was a great corridor shooter but a terrible maze game. My point was that after the enemies in an area of a Doom map had been destroyed, searching the empty hallways for the red keycard that you somehow missed – and which was the only way to get past a locked door – was incredibly annoying."

First of all, DOOM is a WAY better game than Crusader will ever be. Your red keycard example is bullshit. No commercial level released by ID ever suffered from this problem. Those levels were designed by top notch guys including John Romero himself. The architecture, pacing and flow of the levels are superb, and many times there ARE multiple ways to solve a problem, get a key, navigate a trap, etc. Keys and switches are never placed in random, clandestine spots. Honestly, anyone who spent hours looking for a keycard in a commercial DOOM level was probably retarded. Looks to me like you have selective memory, or maybe just an aversion to great games.

The amount of "mazes" in DOOM were minimal. Wolfenstein 3D, maybe, but not DOOM. DOOM's environments range from corrupted tech bases to cityscapes to hellish abbatoirs. There was a lot of height variation in DOOM, unlike Wolf 3D, and a designer could create towers, sewers, dungeons, rocky cliffs, pretty much anything. Ultimately, with a decent texture set and a little level design skill, a person can create any place he can imagine.

Also, I don't recall you being able to create your own levels for Crusader, while DOOM not only allows but encourages it. That's why DOOM still has a large active modding and level-making community with quality releases every year.

I could go on at length, but the bottom line is: When people compile a list of greatest games of all time, DOOM is always on that list. Crusader never is. Fuck you, Tony Zurovec. Don't talk shit on DOOM; keep its name out of your mouth.
I was already wondering when the answers would be published. Nice stuff, although the answer on my question was sort of a letdown. I'm kinda unlucky with this kind of stuff - I once asked a composer that I idolize about one of his creative decisions and then it turned out that the particular idea came from the game's developer. :P

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Stormwalker: Fuck you, Tony Zurovec. Don't talk shit on DOOM; keep its name out of your mouth.
Dude, shut up. Even if you disagree with someone you don't have to get THAT rude.
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Stormwalker: "I’d often refer back to Doom and note that it was a great corridor shooter but a terrible maze game. My point was that after the enemies in an area of a Doom map had been destroyed, searching the empty hallways for the red keycard that you somehow missed – and which was the only way to get past a locked door – was incredibly annoying."

First of all, DOOM is a WAY better game than Crusader will ever be. Your red keycard example is bullshit. No commercial level released by ID ever suffered from this problem. Those levels were designed by top notch guys including John Romero himself. The architecture, pacing and flow of the levels are superb, and many times there ARE multiple ways to solve a problem, get a key, navigate a trap, etc. Keys and switches are never placed in random, clandestine spots. Honestly, anyone who spent hours looking for a keycard in a commercial DOOM level was probably retarded. Looks to me like you have selective memory, or maybe just an aversion to great games.

The amount of "mazes" in DOOM were minimal. Wolfenstein 3D, maybe, but not DOOM. DOOM's environments range from corrupted tech bases to cityscapes to hellish abbatoirs. There was a lot of height variation in DOOM, unlike Wolf 3D, and a designer could create towers, sewers, dungeons, rocky cliffs, pretty much anything. Ultimately, with a decent texture set and a little level design skill, a person can create any place he can imagine.

Also, I don't recall you being able to create your own levels for Crusader, while DOOM not only allows but encourages it. That's why DOOM still has a large active modding and level-making community with quality releases every year.

I could go on at length, but the bottom line is: When people compile a list of greatest games of all time, DOOM is always on that list. Crusader never is. Fuck you, Tony Zurovec. Don't talk shit on DOOM; keep its name out of your mouth.
Are you like, John Carmack or something? You need to calm waaaay the fuck the down. It's like he insulted your wife. It's pathetic.
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Stormwalker: Fuck you, Tony Zurovec. Don't talk shit on DOOM; keep its name out of your mouth.
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F4LL0UT: Dude, shut up. Even if you disagree with someone you don't have to get THAT rude.
I agree with both of you: Doom was a great game (even the music is great, especially considering the tech), but there's no reason to be so rude.
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Stormwalker: *ranting and raving about "DOOM, the God of games"*
Yeah, you don't come across as psychotic at all...
No commercial level released by ID ever suffered from this problem. Those levels were designed by top notch guys including John Romero himself. The architecture, pacing and flow of the levels are superb, and many times there ARE multiple ways to solve a problem, get a key, navigate a trap, etc. Keys and switches are never placed in random, clandestine spots.
I won't link the downrated post, but did this bit sound wrong to anyone else? In Doom, if you don't hit the right switch or carry the right keycard, you aren't getting through the next doorway, period. And some of those levels were huge. They weren't actual mazes, but getting disoriented was a real possibility.

Thanks for posting the interview. It was nice to learn why they went with the skipping camera instead of smooth scrolling. That's the one thing I wish could be changed about the game, but it's still perfectly playable. And it wouldn't have been half as fun with soft VGA graphics.
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Stormwalker: *ranting and raving about "DOOM, the God of games"*
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Wishbone: Yeah, you don't come across as psychotic at all...
Ex-Ion Storm employee?? If the user name is anything to go by...
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wvpr: I won't link the downrated post, but did this bit sound wrong to anyone else? In Doom, if you don't hit the right switch or carry the right keycard, you aren't getting through the next doorway, period. And some of those levels were huge. They weren't actual mazes, but getting disoriented was a real possibility.
I've been trying to think back to my days of playing lots of Doom. I haven't really played the Doom games since they were fairly new, but I remember it like you described it too. Doom had some great level design, absolutely, but I don't remember it like Stormwalker describes it.

Maybe there were different ways to reach a keycard, but not many times that I can remember. And any other multiple ways to solve a problem? I don't know - if there are enemies you try to shoot them before they shoot you, if there's a locked door you find the keycard or button. At least that's how I played it - I can't remember finding many alternatives.

That doesn't mean that Doom is a bad game. It was designed to have maze-like maps with enemies to shoot and keycards to find, and not much else. It did that great - but that doesn't mean that it was something that it wasn't ever meant to be.
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Vagabond: The info in here is a goldmine for Crusader fanatics like me. Going to analyze it for my website.
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banditloaf: There aren't Crusader fanatics like you, there's just you.
Nope...there's also me...watch your back
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Stormwalker: "I’d often refer back to Doom and note that it was a great corridor shooter but a terrible maze game. My point was that after the enemies in an area of a Doom map had been destroyed, searching the empty hallways for the red keycard that you somehow missed – and which was the only way to get past a locked door – was incredibly annoying."

First of all, DOOM is a WAY better game than Crusader will ever be. Your red keycard example is bullshit. No commercial level released by ID ever suffered from this problem. Those levels were designed by top notch guys including John Romero himself. The architecture, pacing and flow of the levels are superb, and many times there ARE multiple ways to solve a problem, get a key, navigate a trap, etc. Keys and switches are never placed in random, clandestine spots. Honestly, anyone who spent hours looking for a keycard in a commercial DOOM level was probably retarded. Looks to me like you have selective memory, or maybe just an aversion to great games.

The amount of "mazes" in DOOM were minimal. Wolfenstein 3D, maybe, but not DOOM. DOOM's environments range from corrupted tech bases to cityscapes to hellish abbatoirs. There was a lot of height variation in DOOM, unlike Wolf 3D, and a designer could create towers, sewers, dungeons, rocky cliffs, pretty much anything. Ultimately, with a decent texture set and a little level design skill, a person can create any place he can imagine.

Also, I don't recall you being able to create your own levels for Crusader, while DOOM not only allows but encourages it. That's why DOOM still has a large active modding and level-making community with quality releases every year.

I could go on at length, but the bottom line is: When people compile a list of greatest games of all time, DOOM is always on that list. Crusader never is. Fuck you, Tony Zurovec. Don't talk shit on DOOM; keep its name out of your mouth.
Wow, and I thought I was crazy about DOOM. Way to be an ass.
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Stormwalker: When people compile a list of greatest games of all time, DOOM is always on that list. Crusader never is.
It was on my list, along with Crusader. Jumped the gun there, boy-o.
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wvpr: I won't link the downrated post, but did this bit sound wrong to anyone else? In Doom, if you don't hit the right switch or carry the right keycard, you aren't getting through the next doorway, period. And some of those levels were huge. They weren't actual mazes, but getting disoriented was a real possibility.
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Zabinatrix: I've been trying to think back to my days of playing lots of Doom. I haven't really played the Doom games since they were fairly new, but I remember it like you described it too. Doom had some great level design, absolutely, but I don't remember it like Stormwalker describes it.

Maybe there were different ways to reach a keycard, but not many times that I can remember. And any other multiple ways to solve a problem? I don't know - if there are enemies you try to shoot them before they shoot you, if there's a locked door you find the keycard or button. At least that's how I played it - I can't remember finding many alternatives.

That doesn't mean that Doom is a bad game. It was designed to have maze-like maps with enemies to shoot and keycards to find, and not much else. It did that great - but that doesn't mean that it was something that it wasn't ever meant to be.
Yeah. I'm a big Doom/Quake fanatic, but there's no denying that the game involved a ton of backtracking and keycard searching. And I've played through most of the levels several times. Tony Zurovec's point was a valid one.
Oh god, you cannot believe how good it feels to have my name on the front page

Anyway, thanks a lot for this to Tony and GOG - it was a great read!
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banditloaf: There aren't Crusader fanatics like you, there's just you.
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Anguille: Nope...there's also me...watch your back
And me. We'll show No Remorse... :)
Post edited September 21, 2011 by J_C_Denton
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Anguille: Nope...there's also me...watch your back
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J_C_Denton: And me. We'll show No Remorse... :)
No Regret either ;)