QD: A lot of people claim they can just look at a game and judge it on its gameplay merits, but I have never seen that actually be successful or true. GS: How early do you open up your projects to community feedback? Those are technical solutions, the sorts of things we developed to meet the goals of the army-and while those solutions may change, the goals stay consistent. That was an idea that arose out of delivering an army that was versatile, as was having vehicle crews that could disembark and tank abilities that could be used while moving. The US Forces, for example, have weapon racks in their base that you can retreat back to and equip a new weapon from before heading back into the fight. QD: We try not to change our overall goals for the armies too much, however the way in which we meet those goals can vary. GS: How do you start designing one of these armies, and did your design goals change at all during development? That was our starting point for these armies in terms of making them feel unique compared to the other armies in the game. The OKW, on the other hand, are extremely hard-hitting with a lot of veteran infantry units, super heavy tanks, and technological advances-but they're also a hard army to sustain because their economy was under a lot of pressure at this point in the war. They don’t have anything too hard-hitting, but they do have a lot of gameplay elements built around their versatility and mobility. The American army is very flexible, versatile, and focuses on mobility. Quinn Duffy: We have two new armies that have designed from the ground up, the US Forces and German OberKommando West, so a new American army and a new German army. GameSpot: So tell me about the two new factions coming in The Western Front Armies. By clicking 'enter', you agree to GameSpot's
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