Original War
Original War Games designer David Stachter - the man who created the original Warlords games - has decided to design and publish games using the now-defunct Warlords games. According to a press release, Stachter's new project will be released as Warlords Battlemasters. The Warlords Battlemasters for the PC will be published by Strategy First and is in development at Warlords.
The game will be powered by a 3D engine and will feature two modes: Battlemode, which will allow players to battle against computer-controlled computer-controlled units and through LAN and Internet-connected gaming. Additionally, Battlemaster will be fully 3D, featuring siege and skirmish modes, and Real-time battle action will be available through the Warlords Battlemasters.
"Over the past few months we have created over 25,000 vehicles, wisps, banners, and b-pads, and we're thrilled to be publishing a real-time strategy game," said Mark Selleck, Strategy First's managing director. "Warlords Battlemasters will deliver all of the features of Warlords Battlemaster, and it will be just as powerful as most other wargames."
Warlords Battlemaster will be the first game in the Warlords series to be designed by Peter Molyneux, founder of Lionhead Studios, and Armin Shimomura, vice president of product development at Microsoft Game Studios. Molyneux is joined by designer Chris Roberts, designer of Syndicate and Wing Commander, and lead designer Jay Wilson, producer of Medal of Honor: Allied Assault. The game will be based on Warlords Battlecry, and it will be available only on Windows Vista and Windows 7.
Fugitive Development: Designing a real-time strategy game is a challenging task, as developers have to focus on making their product as good as possible. Fugitive Development: Designing a real-time strategy game is a long and complicated process.
GS: How did you get started at Bullfrog? What are some of the challenges that come with designing a real-time strategy game?
MJ: Molyneux founded Bullfrog in 1995, working on its first major hit, Theme Park. The company has been a key part of the strategy game development business for decades, but its early days were limited by licensing, where licensors couldn't license what they had for sale. As a result, many teams moved to Electronic Arts and had to scrap development schedules and start over with the creation of their own properties. Some of the biggest challenges of Bullfrog were to not only start over, but also do away with game rights. If we had only just made an RTS game with a real-time strategy bent, that would be a disaster.
In our earlier years, we've rethought many of the aspects of our strategy games. Now we're starting up a different type of game. Our team has moved back to the racing genre, and there's a new strategy game in the works that is even more innovative than Bullfrog's previous work. It's called The Longest Journey. It has a dark, gritty feel to it. It's a fantasy game.
GS: Are you going to continue the emphasis on multiplayer this time around?
BM: There's a very new and evolved gameplay system in The Longest Journey. We wanted to keep the focus on gameplay that we've done in all other RTS games, and we wanted to deliver a lot of fun multiplayer. We're trying to provide a very fun and playable game for all the users that have the PC.
GS: In a similar vein to what you've done with Tony Hawk's Pro Skater and similar skateboarding games, how did you implement the controls and structure of The Longest Journey in order to incorporate the new features that make it so much fun to play?
BM: We put a lot of emphasis on the design and structure of the game. The game has been designed to make single-player a game of the kind, as opposed to the multiplayer with multiplayer like Tony Hawk's Pro Skater 3. The game has also been designed to make the multiplayer experience better.
GS: Speaking of multiplayer, how are you going to incorporate all the game's multiplayer modes into the game?
BM: We have a lot of multiplayer features in the game, and we have a lot of modes that are either online or offline, just because there's online. There are some really cool modes that are all online multiplayer games, like leaderboards and online ranking for your ranking. You can also run up to a level and challenge your friends. We put a lot of effort into the number of modes in the game, so it's not a realistic difficulty. We also had a lot of great gameplay modes, like king of the hill, king of the hill, and king of the hill. We have all of these modes available online and it's really fun to go through all of them in a single game, because that's something you can do quite often.
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