IGNPC: The previous C&C games have relied too heavily on scripting and this has meant it is easy to defeat the game when you work out what the scripting is doing and circumvent it; breaking the AI in the process. What have you guys done about this in Generals? Have you looked at the predictable enemy attacks and obvious scripting problems in the previous games? Mark Skaggs: Let me hit that from two levels. The AI and scripting system and tool editor is completely different for this game. Previously we were always limited by what the editor could do for us. It was really hard to write scripts. It was hard to get soldiers to react. With the new system it is easier to write good missions. If you write a great script too you can export it or easily modify it and use it elsewhere, so the process is less laborious and should lead to, no I correct myself IS leading to, better scripts as we aren't getting bogged down by the process. The number of different AI conditions that we have implemented with the scripts is also significantly higher and we have more control over the sorts of conditions that will trigger a script and this is a great thing.