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Supreme Commander Interview - interview|
| (hx) 12:06 PM CEST - Oct,01 2005 |
Gamespot
has conducted an interview with Chris Taylor as he talks about
Supreme Commander,
their upcoming real-time strategy game that currently in development at Gas
Powered Games. Here's a taster:
GS: There's going to be a focus on strategy in Supreme Commander, much
more than what you'd expect in a typical real-time strategy game. Can you
explain how that will work? For example, we know that there is a "global" view,
and that you can also zoom down to the tactical level for battles.
CT: Indeed, large-scale strategy is definitely what we are injecting into
the genre, and in a much bigger way than I believe has been done before. The
size of the maps is the key to this. For example, you can't really have nuclear
missile submarines that hide in an ocean if you don't have an ocean; lakes and
little waterways that skirt the edge of the map don't really allow for this. In
Supreme Commander, it's insane; you can have a group of destroyers on a
search-and-destroy mission, or a battle group defending a strategic port or
"preparing" a stretch of coast for an upcoming beach landing. It's important to
be able to watch this sort of thing unfold at a strategic level, but when the
shooting starts, you'll want to zoom in (as appropriate) to get a good sense of
how the battle is shaping up, and then make tactical adjustments as you see fit.
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