GS: What's the single biggest challenge when bringing a PC RTS to a console? MG: Up to this year, there was no question that the controls were the biggest challenge. We believe we've met that challenge with the console control system for The Battle for Middle-earth II. Our big challenge moving forward with C&C3 is to refine those controls based on our own observations and on user feedback, to really evolve them into the best RTS controls. We've been successful thus far by finding ways to not only improve the controls, like our shortcut systems, but by also improving the responsiveness of the controls. These improvements are already in the game today and will only get better was we approach launch next year. GS: Why do you think Microsoft won't support 360 gameplay with a keyboard peripheral? Wouldn't that make things easier for both developers and players? MG: I can't answer for Microsoft, but from my perspective, it is the right decision to stay with the controller for console games. Our game is designed to be played in your living room, and I don't think the keyboard is part of that experience. Our team strongly believes that the console controls are easier to pick up and learn for new players and that an experienced player could play as well as or better than a player using the keyboard. You also get some control advantages with the Xbox 360 version. Rotating the camera, for example, is so easy to do on the console version that you find people doing it all the time to get the best view of their army, and this key advantage becomes very noticeable in C&C3's city environments. I strongly believe that some day we will be able to play a console RTS vs. a PC RTS and that the world will be surprised when a console gamer is beating all of the best PC players.
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