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MGON sat down with Steve Fawkner, Creative Director at SSG, talking about the development of Warlords Battlecry 2. Here's something from that interview:
MGON: The game is on the surface similar to classics like Warcraft II. Did you want a to develop a game which was inspired by this classic? What was your inspiration for BC?
Battlecry was always intended to be an RTS with a twist – not revolutionary, but evolutionary. I was (and still am) a fan of many other RTS classics such as Warcraft, TA & Age of Empires, but I always find a certain discontinuity when each game starts from scratch. Battlecry, and its persistent hero system, is intended to give the player a feeling of continuing from battle to battle, gradually allowing them to improve their hero and hopefully catching a bit of the “one more turn” syndrome from a turn-based strategy game.
MGON: What have you been trying to achieve with the game? Do you feel you have been successful?
Continuity, depth & variety were the three main tenets of the design. Continuity I mentioned above, but the depth and variety go hand in hand. We aimed for 12 totally unique sides all with different playing styles, and having extensively played all 12 during development, I am very pleased with the outcome. Nine of the sides have carried over from the first Battlecry game, but we’ve added new units to further differentiate them. http://www.mgon.com/interviews.phtml?id=115228" target="_blank">here.
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