Command and Conquer 3 Interview (con't)
FiringSquad: The pro gaming aspects of C&C 3 have recently been revealed. Can you briefly go over those features and why did the development team feel these features were important enough to put into the game
Mike Verdu and Michael Glosecki: We start with a game that is balanced well, has enough depth in each of the sides to allow robust early, mid, and late game dynamics, and plays fast with no hitches or lags. You need a great foundation in place before you can even entertain the idea of appealing to competitive gamers.
On top of the sound foundation for Command & Conquer 3, we’re adding new spectator modes with VOIP commentary and telestrator support, player and match rating systems, robust clan support, and a program guide that allows you to schedule matches, watch games in progress, and view replays of the most exciting matches played in the past (all stored on the central servers).
The match broadcast feature – which we’re calling “BattleCast” – will allow you to make your game available to literally thousands of spectators at a time (and if your game is rated high enough, the replay will be available for future viewing for an indefinite period).
We want to build the entire infrastructure to take competitive gaming to the next level. Ultimately the best players will be the ones who decide if we’ve succeeded and honor us by playing our game competitively.
FiringSquad: With all these pro gaming features is EA planning on a major C&C 3 tournament at some point?
Mike Verdu and Michael Glosecki: We haven’t made any announcements about a specific tournament, but we’ll be sure to keep you posted. You can always visit the game’s official site for more information www.commandandconquer.ea.com.
FiringSquad: How does the Xbox 360 version differ from the PC version and will the console port be released around the same time as the PC release?
Mike Verdu and Michael Glosecki: For the Xbox 360 specifically, we have made some significant upgrades to the control and game UI system that we introduced in The Lord of the Rings, Battle for Middle-earth II. Based on user feedback and our own observations we’ve not only found ways to improve the controls, like our short-cut systems, but have also found ways to improve the responsiveness of the controls. We’ve also introduced a new feature called cursor magnetism which acts as a sort of aim-assist, making it easier for you to select and control your units while in the thick of the action.
We’ll be featuring new multiplayer game modes including Conquer, Siege, and Capture the Flag. In Conquer mode, you build your armies up to a set point limit before the game starts and then defeat your opponent in a “no reinforcements” fight to the death. Siege is a “turtling” mode where a wall of energy is put up between the players that keeps them from attacking each other for the first 5 minutes of gameplay. Capture the Flag features a flag hidden in the middle of the map and each team that returns the flag to their base gets a point with the winner being the first player to 5 points.
The Xbox 360 version also features Capture & Hold and King of the Hill. Capture & Hold is a battlefield style of play in which there are 5 points in the map and the team that controls those points for the longest period of time is the winner. King of the Hill features one point to hold in the middle of the map, this makes for some very intense fighting and was one of our most popular modes from The Battle for Middle-earth II.
FiringSquad: Will there be any mission editors and mod tools released for the game at some point?
Mike Verdu and Michael Glosecki: We’ll be releasing the world builder (editor) with the game and we’ll be working on a Mod SDK after release.
FiringSquad: Are there any plans for a beta test or demo for the PC version before its ship date and if so what will they contain?
Mike Verdu and Michael Glosecki: We haven’t announced anything, but we’ll keep you updated with any news.
FiringSquad: Finally is there anything else you wish to say about Command and Conquer 3 at this time?
Mike Verdu and Michael Glosecki: Our team is extremely excited to be working with the Command & Conquer series, - many of us have been fans of the game series since the original Command & Conquer. The PC version is in stores March 28 and the Xbox 360 version will follow in the coming months. We hope you enjoy playing this game as much as we enjoyed making it – it’s been a real privilege to bring the next chapter of Command & Conquer to life.