Arc 22Quake II and Battlefield
Lin Lixin led GameNova through Quake 2’s development and launch while confronting the costly, under-supported 3DO. He then began building Battlefield 1991, and the stretch ended with a successful test of its vast, compressed desert map.
- Lin Lixin explained lag compensation and its tradeoffs, then formally began Quake 2 with Carmack leading programming and Will developing subtle, natural enemy AI.
- Lin Lixin asked Hideo Kojima to shape Quake 2’s simple story and linked objectives, then revealed an oversized workstation for visual grading.
- Lin Lixin showed Kojima the workstation’s hardware and colored-lighting system, while Mark Cerny proposed combining player reviews with gameplay data.
- At a tournament event, Lin Lixin lost an exhibition match to SOLID, then announced that Quake owners could download the full Quake 2 update on Black Friday.
- Lin Lixin demonstrated Quake 2’s visuals and performance, and Supernova beat SOLID in a close Deathmatch after Lin landed a final railgun streak.
- Trip Hawkins launched the $699.99 3DO as an open hardware standard, but Lin Lixin saw its high price, difficult architecture, and lack of launch games as major weaknesses.
- Lin Lixin proposed Battlefield 1991 to Ted Turner and CNN, then worked with Carmack and the team to optimize its large-scale Gulf War combat with desert fog, LOD, and a dedicated Frostbite engine.
- Lin Lixin outlined interest management and dedicated servers for Battlefield’s multiplayer, while the 3DO struggled with weak launch sales and delayed games.
- At Lockheed, Lin Lixin examined a C-5 Galaxy for Battlefield references, then tested the game’s desert map and revealed that its enormous terrain used only 8 MB.