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Universal Combat: A World Apart Interview - interview|
| (hx) 09:20 AM CEST - Apr,04 2005 |
Computer
Games Magazine has conducted
an
interview with Derek Smart of 3000AD talking about
Universal
Combat: A World Apart, the upcoming and latest game in the space sim series.
The game is slated for release in May 2005. Here's a slice:
Computer Games - You are throwing in space, planetary and foot combat
into A World Apart, and you have ambitious game designs that most developers
won't even touch. Are you worried about diluting your work by throwing in too
much into the kettle so to speak?
Derek Smart - No. If I was worried about that, I wouldn't be doing it.
John, you're from the old school and I think that over the years, you know my
style: I don't care about what people think. Its my game - I'm the one funding
its development - I'm the one calling the shots. So, I can do what I bloody well
like and have no regard for those who think they know whats best for me, my
franchise properties or my fanbase. Only I know that and I think I've proven
that time and time again. There's a damn good reason why I'm still in business
when all around are falling by the wayside. Its because I stick to my vision and
make no compromises for same. Devs who lose their way, are those who lost the
vision. Lose the vision and you lose the fanbase. Lose the fanbase and you've
lost the farm.
Case in point, when I decided to add first person combat to the series in
Battlecruiser Millennium back in 2001, everyone who wasn't a fan of my games,
said that it bloated the game, that it was just tacked on etc etc. To me, it was
just another feature that took me one step closer to my ultimate vision of an
all encompassing game. Sure, the first person combat aspect was not as detailed
as you would find in dedicated games of that type, but then again those games
don't even have one shred of my technologies, nor are those engines even capable
of handling the scope of my games. Look around at the websites of competing
space sims and you will see most gamers clamouring for something as basic as
planetary combat. The same clamouring went on with several now released me-too
games that came after BCM. They tried - and ultimately failed - to capture this
seamless integration of technologies which provide an all encompassing
experience. There are some things even the best of brains, can't copy. You
either know how to do it, or you don't. Any car manufacturer can build a car;
its the kind of car you build that determines whether or not your car is worth
buying.
They think its bloated now? Just wait until 2006-7 when I add full blown first
person perspective in ships, stations, bases etc in the next pure Battlecruiser
game, current working title of "Battlecruiser Next Gen". We've recently licensed
one of the most amazing and all encompassing graphics engine you've probably
never heard of, to power it. This is the only middleware graphics engine thus
far that doesn't cater to games of any specific genre and was thus selected to
lead our graphics march into the future. The end results will blow everyone's
mind. Guaranteed. Just recently, my guys completed all the twenty-four fighters
and three shuttle 3D cockpits and are now embarking on finishing up the
twenty-seven carriers, cruisers and transports as well as the twenty-two station
and base models. All with multiple decks and locations in full 3D. In fact, the
entire game takes place in first person perspective. It is a HUGE and expensive
undertaking, but thats my vision.
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