A great example of the balance between the classic and the new is the in-game user interface (UI). The C&C 3 UI started with a simple idea: Make a best-of-breed RTS in-game UI that combined features from the traditional C&C "side bar" and the Command & Conquer Generals-style "command bar" interface. Then, add a healthy dose of accessibility and ease of use based on the lessons we've learned with our more recent games. The end result is an in-game UI that is approachable, intuitive, and easy to use for the novice RTS gamer but has tremendous power and flexibility for the hardcore player. So how does our new UI work? At its core, it consists of a traditional C&C side bar interface with the contextual information and object-level control of the Generals UI. This allows players to easily control all production structures from anywhere on the map without the use of control groups, select and control any structure individually, purchase unit-level upgrades, and use tactical unit abilities. Players have an unprecedented level of control over their forces, allowing high-level strategic management and tactical-level micromanagement that's par with any modern RTS game. Additionally, and possibly most importantly, we have found this UI to be both familiar and intuitive to players, regardless of what RTS games they've played in the past.