GameSpot: Can you give us an overview of Mark of Chaos? So far, we've only seen a brief tech demonstration of the game and its playable sides. Will the game focus on resource-gathering and battles with good-sized armies, like Armies of Exigo? Is it a smaller-scale, micromanagement-heavy game, or a larger-scale, "epic" strategy game with thousands of units onscreen? Chris Wren: Unlike a traditional RTS, Mark of Chaos puts the focus squarely on the battlefield. We are not encouraging players to "skip" battles or "win" the resource game. To succeed in Mark of Chaos, you must learn to command your army and defeat your enemies. Gameplay centers on taking territory, developing your army, strengthening the territories you have, and, if needed, defending them. In short, Mark of Chaos is all about war and giving you more control over the actual battling and not just the decisions that lead up to it. There are no peons to mine gold or harvest crops in this game. Imagine if people were trying to do this sort of thing on a modern battlefield. It is a war zone, and there is no room for day-to-day errands and resource allocation. You will, however, have a capital that is the hub for all of your campaigning. Your capital can be expanded and upgraded with various technologies and defensive structures. Most of your capital management will be addressed outside of battle in our tactical mode. You won't build a blacksmith shop while your capital is under siege. You'll instead need to defend the walls with your army. That is not to say that there won't be anything to build or upgrade. You will be able to put up various structures on the battlefield to support the immediate effort, such as reinforcement camps and defensive structures, like towers. Existing structures can be garrisoned, modified, and repaired in real time as well. For example, a bridge may need to be repaired before your army can advance, or a small farm may provide a nice defensive bonus if occupied. Some of the regions of the game will have even larger structures, like keeps, which can be taken and reinforced. To support this, we have an entire siege game mechanic in the works, complete with catapults, ladders, and battering rams. The scale of the army you take to battle will vary over time depending on the scenario at hand. In some cases, you may take a small force into a forest to recover an ancient artifact, or, if the battle calls for it, you might bring an army of a thousand or more. The campaign provides a lot of avenues to explore all of these different scales, and we think that for multiplayer, different players will all have their own preference for how they like to fight. You can expect the smaller-scaled combat to be much more about micromanaging each unit and giving them specific instructions, whereas the epic battles will involve giving more army-level commands. We are providing both a "general's" and a "sergeant's" toolbox to allow the player to wage war effectively at all scales.