New Q&A
Q:Just quickly, is there any movement on a new Homeworld game at all?
A: That was my first game at Relic and so I have fondness for that, but yeah, we're not announcing anything at the moment......
Q: In the years since CoH you guys have done Dawn of War, and then Dawn of War 2 which changed the style of gameplay dramatically, will Company of Heroes 2 be following suit? Is this goodbye to base-building and zones of control?
A: No, when we said during the presentation that we weren’t going in a new direction we were very serious. It’s about maintaining all the things we love about Company of Heroes, and tweaking and elaborating and presenting them in a better way. There are some changes to parts of the game, and we’re going to talk about them later, but the overall affect is that the pace, the authenticity, everything you love about Company of Heroes is the same. I mean, we have this great metacritic, and that wasn’t about doing something drastically different.
Q: Do you not think the strategy genre has moved on from static bases then? It doesn’t seem to fit with the fluidity that the Eastern Front implies.
A: No I think players in strategy games still enjoy that element. I mean Dawn of War 2 was a great game but in the multiplayer we think that element (base-building) was missed by the players. Bases are an exp
ression of their strategy, and their will to a degree… and they become an important part of the game because they’re scoutable, for example, you can see what your enemy is doing… especially with the introduction of TrueSight. Also, players just like a place where they can feel comfortable, like a Den and so not having base building was never an issue, and we will talk more about that in months to come, but the thing about Company of Heroes is that we tried to make everything very contextual, so base-building will be the same – as contextual as possible within the environment.
Q: Do you think of Company Of Heroes exclusives as a Second World War franchise, was there ever any thought that the sequel could be set in a different time period?
A: There's nothing that prevents us from going outside World War II. I think what we found was that it's an area that still interests us. And that's one of the reasons we went to the Eastern Front, because it's a story… I don’t think we could leave that experience without telling the biggest story of World War II. And that was very, very important to us.
But one of the reasons we went back and looked at our creative vision again is that original vision was very tied to Normandy. And what we wanted to do is build something that was location and history agnostic. And so now we've got an idea, a much stronger idea, of what Company Of Heroes means. And we could take it to the American Civil War, we could take it to the near future, because it'll always feel like a Company Of Heroes game.
Q: How big a scale do the battles get in Company Of Heroes 2? I mean it's not like you're a general or something, controlling the whole of the war?
A: No, we take that company of heroes almost literally. And companies are commanded by captains or maybe majors. But it's the level of involvement that allows you to bridge the command of troops, which is important because it's part of the narrative experience, and also the ability to call in the big stuff - airstrikes and these kinds of things.
And so for us that's kind of the sweet spot in the command layer. We don't want to be abstract where you're a general moving an army around, because that loses engagement. So we're at the level of the troops you can kind of relate to, because you see them.
Q: And in that sense it seemed as if you were using tanks almost as a kind of mini-boss…
A: Yeah.
Q: But how many vehicles and troops will you see in a single map?
A: Oh it's pretty easy to get up to a hundred troops a side, and a large number of vehicles. But what we found from a control standpoint, because vehicles are big and intimidating, is that when you get more than like a half dozen in one place… it's like a London traffic jam. They get into each other's way, they're big and imposing.
So again there's a sweet spot to the amount of control we want to give a player. And one of the reasons we invested more time and energy into the vehicles is so players feel like a vehicle is a much bigger concern than it was in Company Of Heroes. It's not smoke and mirrors to hide anything, we don't give them less, but we want each of those experiences to be more engaging.
Q: I suppose it’s too early to talk about Multiplayer?
A: Yeah, I mean we’re going to have it; it’s an important part of the legacy of the studio and a vital part for the fans. So yeah, we’re going to have it and support it long-term… we’re not talking about specifics at this point, but we’re excited about it.
http://www.strategyi.../interview.html
http://www.metro.co....soviet-strategy