Our Interview with Creative Assembly
The interview
The rest of the article is a set of interview questions with Creative Assembly on Shogun: Total War. Firingsquad questions are in
bold and Creative Assembly's answers are in normal text.
![Shogun: Total War Preview [ Enemy spear cavalry moving into position @ 640 x 480 ] > View Full-Size in another window.](images/17-s.jpg) Enemy spear cavalry moving into position
|
|
![Shogun: Total War Preview [ The carnage ensues @ 640 x 480 ] > View Full-Size in another window.](images/18-s.jpg) The carnage ensues
|
|
Firingsquad: Why Japan? Why not a fantasy or science fiction setting?
We were looking for three things from a gameplay point of view. Firstly, a
period or setting where there are a large number of factions, one of whom
eventually dominates all the others and wins. Secondly we need a period
where there is a technology race going on, with new troop types being
developed which change the way battles are fought. Thirdly we wanted a
period where it wasn't just military might that won the day - we wanted
diplomacy, espionage and treachery to play a large part. Japan in the
Sengoku period gave us all these things.
We were also looking for "content" that would have world wide appeal - that
is widely considered to be "cool", and would give us a chance to produce a
game with a strong style and well as gameplay. The Samurai era gives us all
that.
We also wanted to have a game world that was "real" rather than invented. It
gives us huge amounts of material to draw on, and takes advantage of the
fact that all players will already have some idea of what the Samurai were
all about. There is already a consensus reality which aids suspension of
disbelief, making the game more immediately immersive and much more
accessible to a wider audience. In the case of Samurai Japan, reality is
also genuinely stranger than fiction.
![Shogun: Total War Preview [ Again my troops lay slaughtered @ 640 x 480 ] > View Full-Size in another window.](images/19-s.jpg) Again my troops lay slaughtered
|
|
![Shogun: Total War Preview [ Twin cavalry strikes against hapless archers! @ 640 x 480 ] > View Full-Size in another window.](images/20-s.jpg) Twin cavalry strikes against hapless archers!
|
|
Firingsquad: It's been said that Shogun will have a strategic aspect going beyond
that of the battlefield itself. What is it? How will it be implemented?
Sitting on top of the individual battles is a strategy game played out on a
map of Japan. The player takes the role of one of the major Feudal Lords
(Daimyo) of the time, and year by year, season by season, builds up his
forces. He collects resources from his provinces, and spend them on troops,
building and improving his production capability, developing his lands,
spying, assassination and diplomacy. When the time is right, he invades his
enemies and fights the battle in real time, full 3d, with thousands of men
on the battlefield. If he wins, he takes the province off the enemy and his
empire expands. The aim is to gain control of all Japan and become Shogun.
Firingsquad: How historically accurate will the game be?
As accurate as we can reasonably make it. We have a historical consultant
(Dr. Stephen Turnbull) who has helped keep us on track. All the major
historical figures appear, working for one faction or another. The map and
resources are accurate, the troop types and tactics are accurate, and the
way espionage and diplomacy play a part is accurate.